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Server does not replicate client-asked function

Hello,

I can't make my clients damage others in the game.

So I wrote a function called TakeHealth() and ServerTakeHealth() [Reliable, Server, WithValidation] and my TakeHealth() looks like:

 void AMasterCharacter::TakeHealth(float Value)
 {
     if (HasAuthority())
     {
         float newHealth = Health -= Value;
         SetHealth(newHealth);
     }
     else
     {
         ServerTakeHealth(Value);
     }
 }

And the _Implementation is

 void AMasterCharacter::ServerTakeHealth_Implementation(float Amount)
 {
     GEngine->AddOnScreenDebugMessage(3, 3.0f, FColor::Cyan, TEXT("Is it even executed?!"));
 }

And I call it like:

 BaseHero* Hero = Cast<ABaseHero>(Hit.GetActor());
         if (Hero && Hero != Character)
         {
             if (Role < ROLE_Authority)
             {
                 Hero->ServerTakeHealth(WeaponConfig.Damage);
             }
             else if (Role == ROLE_Authority)
             {
                 Hero->TakeHealth(WeaponConfig.Damage);
             }
             GEngine->AddOnScreenDebugMessage(1, 2.0f, FColor::Green, FString::Printf(TEXT("Health: %.2f"), Hero->GetHealth()));
         }

And I get no message on my screen. Any ideas how to fix it? Been trying for 4 days.

Product Version: UE 4.12
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asked Jul 23 '16 at 08:30 AM in C++ Programming

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Young_Wolf
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