x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to properly pass TArray variable via RPC function's parameter in C++?

The RPC function literally does nothing for testing purpose but my clients stop working/moving, rotating etc../ except server. Everything is working fine if i remove TArray parameter from RPC functions. It works if i create public replicated array and change it every frame. But the game becomes really laggy and jittery, so i really don't want to create replicated variable that's heavily modified every frame. Also there is no compiler error. How to properly pass TArray variable via RPC function's parameter? What am i doing wrong? Please help me, almost stuck on this whole three days.

Here is the Header file declaration:

  UFUNCTION(Reliable, Server, WithValidation)
  void Cone_Server(const TArray<FVector>& vertices);
  void Cone_Server_Implementation(const TArray<FVector>& vertices);
  bool Cone_Server_Validate(const TArray<FVector>& vertices);
      
  UFUNCTION(Reliable, NetMulticast)
  void Cone_Multicast(const TArray<FVector>& vertices);

Here is the CPP file definition and call:

 void AMafiaCharacter::Tick(float DeltaSeconds)
  {
      Super::Tick(DeltaSeconds);
  
      TArray<FVector> ConeVertices;
      //Some actions on ConeVertices;
   
      if (HasAuthority() && IsLocallyControlled())
      {
          Cone_Multicast(ConeVertices);
      }
      else
      {
          Cone_Server(ConeVertices);
      }  
  }
  
  void AMafiaCharacter::Cone_Server_Implementation(const TArray<FVector>& vertices)
  {
      Cone_Multicast(vertices);
  }
   
  bool AMafiaCharacter::Cone_Server_Validate(const TArray<FVector>& vertices)
  {
      return  true;
  }
   
  void AMafiaCharacter::Cone_Multicast_Implementation(const TArray<FVector>& vertices)
  {
   
  }


Product Version: UE 4.20
Tags:
more ▼

asked Oct 13 '18 at 05:46 AM in C++ Programming

avatar image

JokerDoky
1 2 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Probably you use the wrong method for your goals. The goals are not clear.

However, if you really need to pass the big dataset to and from the server, the best choice is to use TCP channels. For example: wiki.unrealengine.com

more ▼

answered Oct 13 '18 at 07:37 AM

avatar image

SvarogZ
49 10 12 20

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question