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Server sends multicast twice error

This forum deleted my original question due to timeout or something... so, i´m tired to write all again...

Issue: Multicast event is received twice on CLIENTS only.

Evidence: 1) I see this image which shows instances, it is repeated sometimes with same name, should it be like this? alt text

2) On multicast event, I added a "IsLocallyControlled", still executes twice, so i´m sure it is same instance.

3) On multicast event, I added "runOnce", and it runs just once, so i´m sure IS the same instance receiving twice.

4) Server method calling this multicast, it is happening just once, based on logs I can see is not executed multiple times.

5) If I click on "PlayerFreeFor3" (the second repeated instance) it selects the first one, it´s like it knows is the same instance, is not a different one, but in the map, If I run "get actors of class", I don´t see repeated instances.

Any ideas why may I be seeing this duplication on unreal? it´s driving me mad...

Product Version: UE 4.21
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asked Mar 25 '19 at 03:32 PM in Using UE4

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leofucci
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avatar image leofucci Mar 25 '19 at 07:11 PM

Update over here... I did a quick/clean POC, and I confirmed some stuff...

With this empty project I see this looks expected, perhaps the reason is that even if the instance is one in the server, and other in the client, a multicast might need to be triggered even in the server side, you just need to check if it is locally controlled to decide.. for example, to show a widget (doesnt have sense to show a widget in the server copy, right?) alt text

This is the pattern used on this POC, it is the same as I´m using on my code, but here works fine... SO I think I need to check further on my code what could be wrong...

alt text

Only thing I can think of, instead of allowing game mode to create pawn by default, i´m creating this pawn in server side by myself... could this be a problem???

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HOOOOOOOOOOLY SH111111111111111T, after 3 days checking this issue, I finally cracked it... it´s an error in unreal editor!!!

I thought for a moment... When you have an event, you also have a method tied to it, aka Delegate, and you can have more than one delegate for the same method, if it´s registered twice, it will happen/execute twice.

I don`t know HOW! but somehow something crashed on my blueprint, that caused a confusion inside blueprint, and this particular event was "listened" twice... perhaps a binary problem inside blueprint, merge error, dkw...

I solved it by deleting this Multicast method, and created a new one with same parameters, and I made a call replacing one for the other... Is the same friking method, but I created it just now, fresh...

alt text

and What it executes, I unpinned old code and pinned new / fresh method... MAGIC:

alt text

IT WORKS... NOW IT´S CALLED JUST ONCE! :@

I can rest in peace... Probably in C++ I would be able to see this, but here behind the blueprint,... it was PURE LUCK.,

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answered Mar 25 '19 at 11:27 PM

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leofucci
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avatar image leofucci Mar 26 '19 at 12:06 PM

After solving my problem with this, closing and reopening unreal, application crashes really bad... so I´m worst than square 1...

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