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Server->Client RPC running on the server

I have a Server->Client RPC function declared like this:

 UFUNCTION(Client, Reliable, WithValidation, Category = "Inventory")
     void ClientAddContainerToInventory(int32 containerIDinItemsDB);
     void ClientAddContainerToInventory_Implementation(int32 containerIDinItemsDB);
     bool ClientAddContainerToInventory_Validate(int32 containerIDinItemsDB);

that contains this code

 void UInventory::ClientAddContainerToInventory_Implementation(int32 containerIndexInInventory)
     if (!IsLocalClient())

and for some reason it runs on the server instead of running on the client.

IsLocalClient() is defined like this:

 bool UInventory::IsLocalClient()
     if (!playerPawn) {
         return false;
     if (!playerPawn->GetController())
         return false;
     if (!playerPawn->GetController()->IsLocalController())
         return false;
     return true;

(All this code is in a class called Inventory that extends UActorComponent)

Thanks in advance!

Product Version: UE 4.14
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asked Feb 20 '17 at 01:32 PM in C++ Programming

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