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The server is never locally controlled?

Hi guys,

I'm working on a multiplyer game for the VR Vive, so I followed tips from this site: http://heliosinteractive.com/project-artemis-ue4-multiplayer-vr. But one part is failing. alt text

When the server (which is also a client) check the "IsLocallyControlled" node, he never returns true. So he never send his position to the other clients but can see them moving around. I figured this out threw severous logs and print string. Is it normal? Am I missing something? Thanks for the answers guys. Cheers.

Product Version: UE 4.12
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asked Aug 03 '16 at 03:45 PM in Blueprint Scripting

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avatar image Tobiw Mar 16 '17 at 06:27 PM

did you maybe figure this one out? I have the same problem:

 if (World)
     if (IsLocallyControlled()) {
         GEngine->AddOnScreenDebugMessage(-1, 7, FColor::Blue, TEXT("spawn light success"));
         NoctovisorLight = World->SpawnActor<AAlienLightHolder>(AAlienLightHolder::StaticClass(), GetActorLocation(), GetActorRotation());

executes on owning clients but not if the server is the owner

avatar image ExtraLifeMatt Mar 16 '17 at 07:49 PM

You probably want

 if ( HasAuthority() || IsLocallyControlled() )
avatar image Tobiw Mar 16 '17 at 07:53 PM

no, in the case of a client calling this, the spawning would execute on both the client and the server since both of them pass the if statement

avatar image ExtraLifeMatt Mar 16 '17 at 09:15 PM

Ah, right. My mistake, what you want to check for is the NetMode and see if it's the listen server as only the listen server can have a local client in addition to being the server.

 if (GetNetMode() == ENetMode::NM_ListenServer || IsLocallyControlled() )
avatar image Tobiw Mar 18 '17 at 03:06 PM

Unfortunately this produces the same effect as your previous proposition. I want the code to execute only on the calling controller. With this, if the client calls, the server AND the client execute it.

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Ok so after hours of fighting i figured it out. You just can't call this function on beginPlay, apparently the server needs some time to connect the player controllers, so just do it after a delay

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answered Mar 22 '17 at 08:39 PM

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