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Blueprint Static Mesh Component replication problem [Multiplayer]


I'm trying to make an weapon switching system for Multiplayer but I have a huge problem...

Player has an array which includes all possible weapons can be equipped and an integer depends on equipped weapon IDs and these variables are replicated

When player equipped a weapon from inventory list, WeaponInHand integer changes as equipped weapon's ID. [0 means no weapon in hand]

It works perfectly without Multiplayer but at Multiplayer it only works for Server. Client can see Server's equipped weapon but Server can't see Client's equipped weapon.

alt text alt text

CLIENT: alt text

SERVER: alt text

I realised there is no replication settings in static mesh component

alt text

Then, after some searchings , I found Set Is Replicated node for components which hasn't any replication setting in details panel and tried but didn't work.. alt text

By the way, I equipped a weapon and checked the WeaponInHand integer of Player [Client] while playing and it was 2. I think it proves it's a static mesh component replication problem alt text

I'm looking forward to see your answers...

Product Version: UE 4.12
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asked Jun 09 '16 at 03:40 PM in Blueprint Scripting

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I have had the same issue as this. I have found that if you change from equipping a static mesh component in the character mesh to a child actor. Instead load a blueprint actor into this and replicate onto the server, this has worked for me. alt text Create a custom event in your character blueprint. Make it execute on the server. alt text This has replicated on both client and server side.

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equipevent.png (294.4 kB)
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answered Dec 18 '16 at 04:07 PM

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