Server update only client

Hi,

Im currently trying some multiplayer and networking stuff. Ive been watching unreals own networking videos, but I simply cant get it to work.

What im currently trying is that I have created a new actor blueprint that is placed in the level upon spawn.
When the client is walking over said actor it calls and RPC from the player character that changes the jump velocity.
This works except that the “server” and every other client gets the same jump velocity.

In the character blueprint I have created a new function that sets a new jump velocity.
Added some pictures of the current setup. Sorry if the solution is obvious.

I have also tried 10 other setups and still not getting what I want.

Regards

You need to either:

  1. Replicate the character variable for jumpvelocity.
  2. Create a server only event that sets it.

You need to set the JumpBonus for THAT character. OnComponentBeginOverlap and OnComponentOverlap event nodes provide an “Other Actor” pin that you can use to get the overlapping character and set that characters JumpBonus.

Thank you, that worked. I dragged the OtherActor from OverlapComponent directly to the “Cast to character” node and it did the trick.

The notation for netcode can be a bit misleading in the Blueprint context… XD. Usually keeping the “This object does X to other objects, it should contain the code to do X” mentality helps when thinking of netcode related interactions in Blueprints. Glad you got it resolved!