Run on dedicated server cause problems with socket location
When im testing multiplayer projectile spawn from weapon muzzle, it works on normal run where one of players act as server, but if i check "run on dedicated server" to true, it cause problems with socket location, it spawning projectiles from one location...
VIDEO for sure: https://www.youtube.com/watch?v=fr_eEi06-Ho
Is there some way how to fix this? I found that some people had this problem too but they did not found any solution too
asked Jun 16 '16 at 06:51 PM in Bug Reports
(UE4.15.2) Just to help anyone having trouble with this in the future. Best than asking the client to send the position is to actually use the position of the socket on the Server to prevent cheating. The thing is, Dedicated servers don't render the meshes, so skeletal meshes do not update their sockets or bones while not being rendered by default on the server part.
But there is this magic flag that allows you to set the skeletal meshes to actually refresh bones on update even when they are not rendered, just click on your Skeletal mesh component and scroll down to:
And these are the options, the first one is the one that allows you to do calculations without rendering..
answered May 10 '17 at 02:42 PM
Unfortunately I don't have a good answer for that. Depending on the setup it could have been as simple as a missing value or the server needing specific information to be passed through. I am happy to hear that it is working and will mark this as answered for tracking purposes.
answered Jun 21 '16 at 03:15 PM
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