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Clientside created actor calls rpc with "this", meaning?

I create an actor client side (on all actors and the listen server).

One client calls via RPC a serverMove function and gives as parameter "this".

Does this make any sense or would the parameter be wild in a real multi computer environment? Is "this" in this case only valid if I test all clients and the server on my development system?

What should I do? I am thinking about:

  • create all client side actors with specific names (FActorSpawnParameters.Name)

  • give as parameter to serverMove not an Actor* but a FName (would that be this->GetFName()?)

  • search for actors with the given FName (how?)

Do I have the wrong idea here? Is the idea ok but I need to do it otherwise? Do Actor* somehow work over the network?

You see, I do not understand the basic idea (and I did not find in the documentation this problem, so there is no problem I hope):

  • If you know where to point me to in the documentation, that is good enough.

  • If you know what I need to know, no need to answer my questions, just give me the needed knowledge.

  • If my questions make any sense and you know the answers, pleeeeeasssse. :-)

Product Version: UE 4.11
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asked May 13 '16 at 10:53 AM in C++ Programming

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BugSwat
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avatar image BugSwat Jun 03 '16 at 11:52 AM

bump (I hope bumps are allowed after some time)

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