Level blueprint event dispatch in multiplayer
I have a level blueprint that loads and unloads sublevels according to a sequence of events. These events are bound to sequences on the Game State so that a pawn can Call the sequence and fire an event on the level blueprint.
This works perfectly in single player. When I add in multiplayer, the events fire on the server, but not on the client. It's as if the event bindings just don't work anymore. Does anyone have any idea what's going on here? I tried turning off game state replication to see if that was somehow messing with it and that didn't do anything. I also made sure to re-reference the game state after connecting to the serve in case the reference had changed after connection.
asked Sep 02 '16 at 05:48 PM in Blueprint Scripting
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