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Need help replicating physics gun blueprint

I have a blueprint for a gun and in this blueprint I have made a overlap check where the cone in front of my gun checks to see if there are any physics objects overlapping it and if so it checks it as overlapped and also puts the overlapped object into a reference. alt text

From there I check to make sure that both the right mouse button is being held down AND that the object is still overlapping on every event tick. If both of those are true then it executes "Server_StartPull" and "Client_StartPull" as seen below. alt text

At this point you get the gist of what I'm trying to do but my problem is that even though this works perfectly in single player, it doesn't seem to work once so ever in multiplayer. Nothing happens for neither the client nor the server when the right mouse button is held down and the object is overlapping the cone. Anybody have any solutions or suggestions?alt text

Product Version: UE 4.15
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asked Jun 21 '17 at 07:15 PM in Blueprint Scripting

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coolprius
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avatar image ZomboJoe Jun 23 '17 at 07:15 PM

Are you using regular static mesh actors, or a new blueprint class with all the relevant replication options checked.

I had to go through a lot of trouble just to get meshes to synchronize their positions to all clients so they could be pushed around by 2 players and end up in the same spot for both of them.

avatar image coolprius Jun 23 '17 at 11:44 PM

the physics object that I have being effected by this gun works fine on its own. It has been replicated properly to move on client and server, But when I try to use this gun on it nothing happens in multiplayer. If I go into single player with this same code it will move the object fine. So it's something wrong with this specific blueprint.

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