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  • replied
    Originally posted by Raikoh View Post
    Hey, i found what was my issue, maybe it is the same as you : "Clients should not add or remove elements on replicated arrays." https://docs.unrealengine.com/latest...ays/index.html
    Yes, but the element is set by the server (Switch Has Authority).

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  • replied
    Hey, i found what was my issue, maybe it is the same as you : "Clients should not add or remove elements on replicated arrays." https://docs.unrealengine.com/latest...ays/index.html

    Leave a comment:


  • replied
    Originally posted by smilingrob View Post
    Items to be replicated should be behind a "has authority" node. In other words, on the server side only. Vars changed on the client wont replicate to another client. The Content Examples has a good explanation of this
    https://docs.unrealengine.com/latest...1_2/index.html
    If you see the first screenshot, there is already the "Has authority" node.

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  • replied
    Originally posted by Scienziatogm View Post
    ...there is the same problem: the variable changes on the client, but not on the server.
    Items to be replicated should be behind a "has authority" node. In other words, on the server side only. Vars changed on the client wont replicate to another client. The Content Examples has a good explanation of this
    https://docs.unrealengine.com/latest...1_2/index.html

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  • replied
    Hey, im having the same issue and could use help too. Thx

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  • replied
    We probably need a developer to help us out with this. It seems kind of complex for the average user.
    This is very important for us to keep up the workflow and get the inventory system working properly.

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  • replied
    Can anyone help us? Thanks.

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  • replied
    I did this:



    But when I go on the pickup, this is the variable value:

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  • replied
    Originally posted by Scienziatogm View Post
    The array or the struct is replicated, but the replication doesn't work. Is this a bug?
    Have you already tried RepNotify?

    Also, if you wanted to notice the changes immediately. It would be better to use a replicated reliable function.
    Last edited by PeterLNewton; 01-03-2015, 07:01 PM.

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  • replied
    The array or the struct is replicated, but the replication doesn't work. Is this a bug?

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  • replied
    Originally posted by Scienziatogm View Post
    Thanks for the reply. How can I set an UPROPERTY Reliable? I knew that it was possible only for UFUNCTIONS.
    That's what I meant, setting it to Replicate but I seen you're already doing it.

    Edit

    Try RepNotify instead!
    Last edited by PeterLNewton; 01-03-2015, 06:57 PM.

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  • replied
    Originally posted by SilentX` View Post
    Oh I've overlooked the initial problem, my apologies! The variable is set to replicate?
    Thanks for the reply. How can I set an UPROPERTY Reliable? I knew that it was possible only for UFUNCTIONS.

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  • replied
    Originally posted by Scienziatogm View Post
    I did what you said, but there is the same problem: the variable changes on the client, but not on the server. Here there is the blueprint:

    Oh I've overlooked the initial problem, my apologies! The variable is set to replicate? (Looks to be)
    Last edited by PeterLNewton; 01-03-2015, 06:53 PM.

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  • replied
    Originally posted by SilentX` View Post
    Make it a Structure instead of using Bools, its an extra conversion. But that will allow you to use Set Members In.
    I did what you said, but there is the same problem: the variable changes on the client, but not on the server. Here there is the blueprint:

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  • replied
    Originally posted by Scienziatogm View Post
    Thanks for the reply, but I can find only these nodes:



    What I have to do now?
    Make it a Structure instead of using Bools, its an extra conversion. But that will allow you to use Set Members In.

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