Item activation and replication
Hi! I want to add a feature in my multiplayer game. The players have to activate different crystals. So far, it works that I go with the player to the crystal, activate it and the crystal then gives off an energy beam. The problem is that it is not replicated to anyone. Even if it does the host, it will only show to itself.
asked May 12 '19 at 01:47 PM in Blueprint Scripting
Two things probably stop your crystal activation to work on all clients:
that said, the whole control flow feels off, here is how I would suggest to fix it:
This flow would not have anything on tick, and uses one RPC to server call + one replicated value ()
As a side node, the CE_Execute Multicast on tick is not a good idea, what it basically will do is every tick call all clients, who then have to figure out if something happened or not, so a lot of wasted calls + if you don't have a test if you are on the server it will be executed twice, once by being called from the server, and once by being called by the local tick component
... Long Answer, if you have questions I will try to help, but generally, I would recommend reading the Network compendium by Cedric eXi Neukirchen long but helped me a lot.
answered May 13 '19 at 12:54 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here