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[Closed] Run some logic only on client?


How can I run a chunk of code only on the client? E.g. in the tick function in an actor I have some code that is completely unnecessary to run on the server but still needs on the client.


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asked Sep 12 '14 at 01:36 AM in C++ Programming

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The question has been closed Sep 14 '14 at 02:43 PM by undercover for the following reason:

The question is answered, right answer was accepted

1 answer: sort voted first


Wrap your tick code in this:

or to avoid checking every tick, start a timer function that runs with the required frequency only on clients, by using the above code to start the timer only on the client.

 if(GEngine->GetNetMode(GetWorld()) == NM_Client)
     //code to only run on clients, will not run in single player / standalone

YourGame.h must be using Engine.h instead of EngineMinimal.h to see GEngine (Epic please fix this, have to tell all my customers this)

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Here's all the macros I use to do these tests, you could stick this in a .h somewhere or in YourGame.h

 #define ISDEDICATED (GEngine->GetNetMode(GetWorld()) == NM_DedicatedServer)
 #define ISLISTEN (GEngine->GetNetMode(GetWorld()) == NM_ListenServer)
 #define ISSTANDALONE (GEngine->GetNetMode(GetWorld()) == NM_Standalone)
 #define ISCLIENT (GEngine->GetNetMode(GetWorld()) == NM_Client)

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answered Sep 14 '14 at 02:43 AM

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avatar image undercover Sep 14 '14 at 02:43 PM

Thanks a lot!

avatar image Neros_ Feb 20 '15 at 02:57 AM

Is there a blueprint equivalent? I'm stuck on something very similar - https://answers.unrealengine.com/questions/174021/unwanted-replication.html

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