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How to multicast via functions or within other blueprints

I have a weapon_base blueprint that has a fire custom event which has a muzzle particle effect. I also have a player blue print that calls the fire function referring the weapon_base. I want to multicast the fire effect within the function. I know how to do it withing the player blue print, but how do I do it via referring another blueprint?alt text

(this is an example on how I need to do it via withing itself, but I'm trying to do it via a custom function. alt text

Product Version: UE 4.18
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asked Jan 06 '18 at 10:57 PM in Blueprint Scripting

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Hey there, for those types of effects i would recommend you doing that on the animation, as a anim notify, that way you don't need to program anything.

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answered Jan 08 '18 at 09:13 AM

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avatar image crazysketch85 Jan 15 '18 at 09:47 PM

Yes but this animation is coming out of the weapons muzzle when the player shoots.

avatar image crazysketch85 Jan 15 '18 at 09:48 PM

How can I get access to the weapon muzzle through the player models skeleton?

avatar image xlar8or Jan 16 '18 at 01:42 AM

In my case the weapons the player holds are skeletal meshes so for every animation you have a player and a weapon animation. i just create the muzzle flash anim notify in the weapon animation.

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In order to run a multicast event from a client, the Pawn/Character needs to own the weapon Blueprint. An instance of the weapon Blueprint needs to exist on the server and the clients then you can call server events from the client through the server to the other clients. Do this by first making a "Run on Server" event followed by a "Multicast" back to the clients.

Note that you can only "Set Owner" on the server.

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answered Jan 15 '18 at 11:14 PM

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