Blueprint networking player functionality not working

Hello,

I’ve been working on an fps, everything is working fine so far, sprinting, firing, reloading, weapon switching, picking up weapons and ammo, jumping and crouching, they’re also intersecting with other just fine (trying to jump while crouching only makes the character stand up, reloading while aiming cancels aiming… etc ets…), I’m now attempting to make the game work in multiplayer and I’ve watched a few tutorials about blueprint based networking and followed them to the T, however most of my functionality plain doesn’t work when I try running the game as two clients from the editor, I made a custom function for each of my player functions and set it to replicate to server and as “reliable”, I then hooked this custom function up with its respective input, I get mixed results, some thing don’t work right off the bat, other things only work on the server and others only work on the client.

any ideas what could be causing this, or if I’m doing something wrong?

Thanks in advance.

PS: I’m using the third person template and using it as a base for first person.

Your question is broad. Let’s take it a step at a time, select one feature (like reloading a weapon) that isn’t working right and provide screenshots. Once we get the first issue figured out you can probably fix the other malfunctioning bits yourself from copy/paste :slight_smile:

On a side note, I would highly recommend spending some time and reading this Multiplayer networking summary document, it helps me a lot and I still refer to it :). http://cedric.bnslv.de/Downloads/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf

Thank You for your answer, I’ll try to give a better example of my problem,

let’s take the firing a weapon for example:
In the player blueprint I have a child actor which I set to the weapon I want the character to use, when the player presses the fire button here’s what happens…

I call a server replicated event called “Network Shoot”, which uses a switch has authority and if “has authority” I set a boolean “IsFiring?” to true, I check if the character is swapping weapons or is reloading booleans, I then call another server replicated function called “abort sprinting” which basically stops the character from sprinting, I then proceed to cast the child actor which holds my weapon to my master weapon class and call a “fire” function inside of it which carried out the firing logic from inside the weapon blueprint.

When the player releases the fire button I do the very same thing setting the “IsFiring?” variable to false after checking for authority and then casting the child actor to my weapon master blueprint and call a “stop firing” function inside of itt…

All the functions inside the weapon blueprint are NOT replicated, I figure that since the weapon is a child actor of the character blueprint that it wouldn’t be necessary, and I also tried replicating them out of frustration which didn’t help…

I run a dedicated server from the editor with two clients to test all of this and when I try to shoot the ammo counter goes down then pauses for the reload and goes up as expected, the camera shakes as the weapon fires, but that’s about it, no animations play, no sounds, no debug lines are drawn from weapon raycast node.

Do you have any Idea what could be causing this?.. I’ll try to post some screenshots…