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Client vs Server

Hello,

I am a little confused with how we decide what the server manages and what the client manages.

For example, I have a health class in a player blueprint. I could store this in the level blueprint and get all connected players and then determine health in the level blueprint. Does this mean the level blueprint is the server side.

But then when a menu widget on the player blueprint shows for each client...

My question is, where do I put blueprints that are server side controlled.

Thanks

Product Version: UE 4.14
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asked Mar 01 '17 at 12:20 PM in Blueprint Scripting

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heffman11
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The keyword here is replication.

This means most gameplay relevant things exist on your server and your client. There isn't a separate class of blueprint for when it should happen on server vs when it should happen in client.

Here's a documentation page with a bit more info about networking in blueprint:

https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Blueprints/

And here's a video tutorial series by epic explaining going through all the basics once:

https://www.youtube.com/playlist?list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ

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answered Mar 01 '17 at 12:55 PM

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Erasio
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