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Networking a 3D UMG Widget

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    Networking a 3D UMG Widget

    Hi,

    I have a Actor Blueprint called BP_Keypad, this is its components view: http://i.imgur.com/xsccSPp.png

    I am trying to network the Widget component.

    Currently it works for the player who is the network authority.

    Here is first half of the blueprint: http://i.imgur.com/gGC0GRS.png here the server handles the RPC calls, which only happens if the local player is the authority.
    Second half: http://i.imgur.com/7ohWgKA.png here the client listens for UI buttons being pressed and sends the RPC calls to the server. (It just continues like taht for all numbers from 0 to 9)
    And the On Rep Entered Password function: http://i.imgur.com/eWbh93o.png

    Why aren't the RPC calls receive by the server if they are send by a remote player?


    Thanks.

    #2
    Hmm, says it only replicates to the server if it's the owning client. That BP_Keypad is probably not considered owned by the client. Check the message or output window, probably something getting logged.

    Comment


      #3
      There is nothing in the logs.
      I tried checking if the player is the owner like this: http://i.imgur.com/60fjSkp.png
      It prints true when I play in editor with the Run Dedicated Server option checked: http://i.imgur.com/eq1Pjp7.png and false if unchecked.
      Last edited by Benjiko99; 02-07-2015, 07:18 AM.

      Comment


        #4
        Its all working now after applying some black magic to it.

        Basically I needed to send the RPC's thru the Pawn or Player Controller because I guess I wasn't the owning client? It was one hell of a headache, could use some streamlining.

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