Multiplayer, server shoots correctly, but the client calls authority not remote?
Hi, I've been trying to get this to work for quite a while and I can't seem to get it to work. When the server fires everything works correctly but when the client fires it seems that the remote is not called and instead authority is called again, when the server fires I can see 1 explosion and hear a sound, but when the client fires I can see two explosions and hear two sounds and this is IF the remote decides to fire. Sometimes on the client i can see in blue client: client firing and sometimes its client: server firing. Also when the server fires the client can see the explosion spawn at the hit location, but when the client fires, the server can't see anything.
Here is what is going on:
I think that the second explosion I see from the client when firing is actually coming from the server. Most of the time the blue string is not even there but it says "Client: Server is firing".
Here is my setup for this:
^This is in the event graph of a weapon blueprint. The "SpawnEmitterAtLocation" is plugged at the end of a LineTraceByChannel's break hit result location.
Start and Stop Fire are called from the character blueprint.
asked Jul 11 '17 at 03:50 AM in Blueprint Scripting
Here is what you can do:
p.s. I also tested with 3 players and it worked as well.
answered Jul 13 '17 at 04:07 PM
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