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Parry mechanic Won't affect host player

Hey there Unreal Community!

I've run into a problem with my project. I have a parry mechanic for my multiplayer game which works fine in editor and standalone (when both players have the same character and therefore with my current setup they have the same weapon). However, when i change character only the Host of the server can successfully parry the client, but the client won't activate the "stun" montage on the host, even though the correct boolean seems to be firing. I would appreciate if anyone could point something i'm doing wrong, as of this point i can't seem to figure this one out..

What i mean by standalone is when i test the game on 2 computers, if you need any further info please post a comment and i'll provide screenshots asap.

Both weapon and anim bps are identical so i'll only post pictures of one character, thank you in advance and have a great weekend! alt text

Product Version: UE 4.14
trueparry.png (347.6 kB)
falseparry.png (327.9 kB)
katanabp.png (423.6 kB)
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asked Jun 30 '17 at 02:45 PM in Blueprint Scripting

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avatar image Samuelb Jul 03 '17 at 09:52 AM

Anyone have an idea whats wrong?

avatar image Samuelb Jul 05 '17 at 02:47 PM

I've tried all kinds of methods and i just can't seem to get the client to parry the host when the players have different characters. The players have separate weapons with their own bp's.

Summary (Running on 2 computers):

  • Host = character_A, client = character A, everything works fine.

  • Host = character_B, client = character B, everything works fine.

  • Host = character_A, client = character B, Host can parry client, but client can't (even though the correct boolean activates).

  • Host = character_B, client = character A, Host can parry client, but client can't (even though the correct boolean activates).


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So I managed to change the setup to get everything working as intended. The issue with my previous setup was that my characterbp didn't really "know" about the spawned swords hitting each other as wierd as it sounds. I ended up ditching setting a boolean on overlap(inside the swords bps), and made a boolean with repnotify inside my characterbp to activate on overlap. I figured using a custom event similar to the apply damage node (created in characterbp, called inside the swordbp), would send the correct info to my character to activate the boolean, and play the animmontage. Inside my Characterbp i created a hitbox infront of the character that activates only when the player is hitting(boolean is called animisattacking) using the repnotify inside the animationbp. To make sure the player doesn't deal damage to himself by hitting the newly created hitbox, i made a custom channel (weapon), so the hitbox only registers overlaps from my parrycollider (inside sword bps). This is a rough explanation on how i did this, maybe i should make a youtube tutorial how to do this, there seems to be a lack of content when it comes to melee mechanics. 2 weeks+ well spent :D


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answered Jul 10 '17 at 02:00 PM

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