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My zone control points for my multiplayer game mode will not replicate new transforms to clients. I could use some assistants figuring out why.

I am currently working on a multiplayer zone control game mode in which three zones are set at 1 of 3 random positions around the map at the beginning of the game. Currently the zones are moved on the server side but not replicated to the client. I have provide the blueprints and event information bellow. If any one could help me figure out why this isn't working it would be much appreciated.

Start of Blue Print:

alt text

Server Setup Zone Control Information:

alt text

Setting which random Location will be used:

alt text

Setting Zone Control Locations: (Alpha, Bravo, and Charlie set up the same)

alt text

Transform event node location:

alt text

Product Version: UE 4.11
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asked Jul 07 '17 at 04:09 PM in Blueprint Scripting

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Clinton.Huish
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Can you show screen about your actor?

But i guess you missunderstod networking :) Your server always have authorative rights, so server can do everything and if actor are replicated server will replicate to all client..

Now what you do is simple..

Your transform events are NET MULTICAT events.. which means event will run on every client and not on SERVER :) Basically you everyhing did right just two things not..

Bravo transform events dont need to be multicast events, close enough if they are normal events (because you call that events on server if i saw right) Set Replicate and Replicate Movement true in actor which you moving or setting location ;)

If replicate movement is false engine will not replicate transform changes ;)

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answered Jul 11 '17 at 01:13 PM

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AmphDev
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avatar image Clinton.Huish Jul 14 '17 at 07:22 PM

Thanks we had tried this first but unfortunately didn't think of replicating movement. Once we did tried that we found that we had to replicate it on the actual zone control points not the manager.

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