Replicate SteamAvatar in PlayerPlate fails
Hello! Have been experienced some problems with this and im using blueprints. I use the tipical logic in controller when Begin to get name and used a custom class in c++ to get steamid32 and 64. Both of them are set to PlayerState in client and server and Multicasted. Everything here works fine and everybody seems to get the plate over each client with their own names and in scoreboard I can see their propper SteamID32 related with SteamName.
The problem I have is that Avatar seems to fail in scoreboards and in playerplate. Fails if I use it as SlateBrush, as Texture2D and Unique NetID, If I use 0.2 2 2000 delays...
I have noticed that UniqueNetID works fine when server is up and takes the number fine but when a second client joins the server, everything fails. Server sees an ERROR BAD UNIQUE NET ID instead of numbers as before and same for clients so avatars broke.
Anyway, leaving UniqueNetID problem at our side, I also can see that when client joins the server, a player frame which takes the avatar directly from PlayerState, seems to fail too so the error maybe starts when I send the SteamAvatar to PlayerState as client.
Which error could I be facing¿? Is out there any easier way or tuto to follow and try it?
asked Nov 19 '18 at 07:33 PM in Blueprint Scripting
Follow this question
Once you sign in you will be able to subscribe for any updates here