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Replication of Collision Response changes. Am I missing something?

Working on a multiplayer platformer wherein the players will be able to jump up through some platforms. The idea I had was that certain actions (jumping, double tapping downwards, etc) would put a pawn into 'passthrough' mode, that is, change the collision response of that pawn to a certain channel, on which those platforms exist, from block to overlap.

With the code I have, it works great locally. However, when testing it out networked (via the multi-client feature in the editor), the movement of remote players is erratic when jumping through platforms, as their mesh flits around the item they're jumping through.

Is there a piece I'm missing?


 class ASidescrollerCharacter : public ACharacter
     bool bShouldGoPassthrough;
     int32 bNumOverlaps;
     virtual void Jump();
     virtual void Tick(float DeltaSeconds);
     virtual void OnOverlapBegin(AActor* OtherActor);
     virtual void OnOverlapEnd(AActor* OtherActor);
     void SetPassthrough(bool bState);
     UFUNCTION(reliable, server, WithValidation)
     void ServerSetPassthrough(bool bState);


 ... Inside the constructor
     bShouldGoPassthrough = false;
     CapsuleComponent->bGenerateOverlapEvents = true;
     CapsuleComponent->bMultiBodyOverlap = true;
     this->GetRootPrimitiveComponent()->bGenerateOverlapEvents = true;
     this->GetRootPrimitiveComponent()->bMultiBodyOverlap = true;
     OnActorBeginOverlap.AddDynamic(this, &ASidescrollerCharacter::OnOverlapBegin);
     OnActorEndOverlap.AddDynamic(this, &ASidescrollerCharacter::OnOverlapEnd);
 void ASidescrollerCharacter::Jump(){
 void ASidescrollerCharacter::Tick(float DeltaSeconds){

 if (this->GetVelocity().Z <= 0 && bShouldGoPassthrough){
     if (bNumOverlaps == 0){
 void ASidescrollerCharacter::SetPassthrough(bool bState){
     if (bState){
         bShouldGoPassthrough = true;
         this->GetRootPrimitiveComponent()->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
         this->GetRootPrimitiveComponent()->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
         bShouldGoPassthrough = false;
         this->GetRootPrimitiveComponent()->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
         this->GetRootPrimitiveComponent()->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
     if (Role < ROLE_Authority){
 bool ASidescrollerCharacter::ServerSetPassthrough_Validate(bool bState)
     return true;
 void ASidescrollerCharacter::ServerSetPassthrough_Implementation(bool bState){
 void ASidescrollerCharacter::OnOverlapBegin(AActor* OtherActor){
     print(TEXT("Begin Overlap"));
 void ASidescrollerCharacter::OnOverlapEnd(AActor* OtherActor){
     print(TEXT("End Overlap"));
 void ASidescrollerCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
     //Replicate to all
     DOREPLIFETIME(ASidescrollerCharacter, bShouldGoPassthrough);
     DOREPLIFETIME(ASidescrollerCharacter, bNumOverlaps);
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asked Aug 13 '14 at 02:48 AM in C++ Programming

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