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Why is the SetTimerForNextTick callback called on the same frame for a Client RPC?

Does anyone know why SetTimerForNextTick is called on the same frame inside a client RPC? I'm doing something like this:

 void AMainGameState::Multicast_DoGameTransition_Implementation()
 {
     UE_LOG(LogTemp, Warning, TEXT("Frame outside: %i"), GFrameCounter);
 
     FTimerDelegate TimerDelegate;
     TimerDelegate.BindLambda([this]
     {
         UE_LOG(LogTemp, Warning, TEXT("Frame inside: %i"), GFrameCounter);
     });
     
     GetWorldTimerManager().SetTimerForNextTick(TimerDelegate);
 }

...and the frame number is the same for both logs when called on a Client, but for a ListenServer the frames are different, as expected.

(What I'm trying to do is to instruct the clients to do a game state transition by capturing a screenshot of the current state and do a fade into the next. Since grabbing screenshots to use at runtime needs to be done inside the UGameViewportClient::Draw method, I need to delay logic until the next tick.)

Product Version: UE 4.21
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asked Feb 07 '19 at 08:50 PM in C++ Programming

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chirieacam
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