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Replicated variable in C++ doesnt work


I am trying to replicate bool variable and I get strange behaviour. When changing on server value changes on client but is incorrect (when true on server it's false on client) but when I cange it on client the server doesn't see that change.

In .h file I declare

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Replicated)
 bool bIsBlocking = false;

And In constructor I call


Then I also set

 void ATopDownARPGCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
     // Replicate to every client, no special condition required
     DOREPLIFETIME(ATopDownARPGCharacter, bIsBlocking);

How It's supposed to be set up to work?

Product Version: UE 4.18
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asked Jan 30 '18 at 08:40 AM in C++ Programming

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Replicated variable wasn't set on server ... that makes quite a lot of sense now to me.

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answered Jan 30 '18 at 01:32 PM

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avatar image WHSolv Jan 17 '19 at 01:46 PM

How did you find out it wasn't?

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