GEngine Message is printed on all clients' screens
Hello Everyone I'm making a FPS multiplayer game.
so I'm calling StartFire(),StopFire() Functions and they print messages.
So as you see the message is printed everywhere while it should be printed only on the firing client.
I used :
UFUNCTION(BlueprintCallable, WithValidation, Client, Reliable, Category = "Weapons")
for both functions and it's still happening !
I know there's an appearance issue also but now let's focus on messages :3
Thanks in Advance
asked Dec 22 '18 at 12:31 PM in C++ Programming
According to Client specifier definition "This function is replicated, and executed on clients" and as you can see it does that what it said. If you want to be called on single client only, do it on class that ir replicated exclusively on it, and that is PlayerController. If you want function to executed only on client calling it, simply don't replicate it.
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