Paper2d flipbook replication to network clients
I've spent the last couple days trying to get my flipbooks to replicate to all network clients on my dedicated server build. If anyone can help me figure out what I am doing wrong it would be greatly appreciated. Attached pictures is my paper character class and updateanimations function.
The attempts I have made so far include:
the above methods I have tried also include using Switch Has Authority in multiple scenarios. I have gotten a headache trying to achieve this. The end state goal is that every client connecting should be able to see other clients movement + update flipbooks.
Also The class defaults are set to Replicated and replicates movement
UPDATE: An update to my question: I have followed the following documentations and still have no luck in getting the functions to replicate to all network clients.
I duplicated my project into a non-papercharacter with no flipbooks and it works perfectly with dedicated servers.
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/Networking/ReplicateFunction/Blueprints/index.html https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/Networking/ReplicateVariable/Blueprints/index.html https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Blueprints/index.html
This is old and I forgot I had this open still. I figured it out after I moved on to a different project, rewrote it all to use RPC which at the time was new to me. Just replying to I can close this.
answered Mar 30 '18 at 07:42 PM
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