After looking at this tutorial https://www.unrealengine.com/en-US/b...king-tutorials
I decided to try and add a teleportation movement in a replicated scenario as suggested by this article https://docs.unrealengine.com/latest...ractermovement
Now , tell me if I’m wrong , it seems to me that things are as follows :
- if I execute the teleport locally , the server will warp the client back because it is seen as an error
- if I create an event set as “execute on server” (which in turn will execute the teleport) the server will execute the teleport for the client and then, upon checking, it will correct the client position to the new one . This is not the right approach because it’s just a correction , not a real execution and all cosmetic effects are lost .
- the second guide I linked says we can execute the teleport locally and then call the server event which will execute the teleport also on its side , the two ending position will coincide therefore no correction will happen , and since the client executed the teleport locally as well , cosmetic effects will work .
Here comes my questions :
- first of all, when I play , I
have a server window and a client
window , it’s true that now the
server executes the teleport
correctly BUT if I teleport the
actor in the server’s window , it
will teleport TWICE! I thought “well
the server doesn’t play” but I
thought that the server window
worked as listener with a client
attached , it should work just as
the other client ! Moreover if I
play with a dedicated server , each
client can teleport but the other
won’t see the cosmetic effects
because the event is set to “run on
server” and not multicast . If I
switch it to multicast , its as if
the server doesn’t run it anymore,
because not only the other clients
can’t see each other teleporting,
but every time I teleport I get
warped back , which really upsets me
because i thought Multicast would
execute on the server AND on all the
other clients. - the Approach 4 of the second link talks about how to address this but it is very very generic and also in C++ . Now , I will soon need it as well but how can one obtain the right behaviour with just blueprints ?
as you can see I’m a bit confused and also very much new to this world of Unreal and Replication, sorry and thanks for help