I already looked around but I did not find anything directly related to my problem, I hope I did not miss it… I simply don’t get it to work, but first I’ll explain what I have:
- I have a blueprint that handles
moving walls (it’s some sort of
dynamic labyrinth) - The Wall that Should be moved is a
StaticMeshActor, it is added
dynamically in the Level Blueprint where I take the StaticMeshComponent from its Actor (so I can more easily attach and detach walls) - Also the Location itself is added dynamically (and relative)
- In my blueprint I use “Move Component To” for the StaticMeshComponent which needs a relative location
- On the Server the Wall moves perfectly, but the Clients don’t get it… even though I already turned on “StaticMesh Replication” and replicate movement in the blueprint, to be more precise I tried nearly every good looking replication setting of the blueprint itself, nothing worked.
- The Walls are randomly moved via set timer (only on server side of course)
- The Server calls the Event also on the clients
- The Problem is: The walls on the Clients are not moved correctly, Maybe the position on the client side is not correct
- It worked when I directly set the location of the StaticMesh itself… but then it more like teleports and does not animate so nicely
So what am I doing wrong? I appreciate any help and can provide additional Information if needed.
Best Regrets
Soulan