what does "run on server" specific mean?
I know how to use "run on server" function in the pawn that possess by client controller. but how I can use it in other actors? should The actor be spawned on server or client? I tried both ways but looks like it didn't work? so does anyone know how to do it? or, can somebody explain the word "Target owned by invoking client" means in this page (https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Blueprints/index.html)
asked Oct 20 '16 at 12:03 PM in Using UE4
Run on server means that you are calling a function from a client and you expect the server to execute it. Run on server can only be used by autonomous proxys which is usually player characters and their controllers I think. On a multiplayer game, every actor should be spawned on the server if you want all the clients to see it. If you spawn stuff in a client, only the client that spawned it will see it. Target owned by invoking client refers to who is calling the RPC (Remote Procedure Call) in the client. It means that the actor who calls the function is owned locally, which is, in most cases, the player character of that client.
answered Oct 20 '16 at 09:24 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here