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.
I realised there is no replication settings in static mesh component
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..
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
I'm looking forward to see your answers...
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. Create a custom event in your character blueprint. Make it execute on the server. This has replicated on both client and server side.
answered Dec 18 '16 at 04:07 PM
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