A Crash Course In Blueprint Replication

Edit: Problem solved. i was reading data from bad source (something that i need figure out what to do with).

Greeting,

i have a problem :rolleyes:. Reason why i’m posting this. I’m creating multiplayer game in BP only (for now) and i have an issue with RPC’s.

I created actor component “BP_InventorySystemComponent” that handle inventory (store data, has functions for manipulation with data etc.). This actor component is added on server side only like this:

So when client want to access inventory data (like transfering item from one inventory to another) it must be done by RunOnServer RPC like this (code is from pawn):

And my problem is when this is called one part works fine, but the another that is made by the same way doesn’t work (in the red rectangle - code is from pawn):

Reason why is this done by this way is that i have two basic interactable actors. One is just a storage and another is vendor and i’m testing what actor is being interacted to be sure which UI must be rebuild after addition of item into inventory. Storage part is working fine, but Vendor that is build by same way don’t work (Event RunOnServer is not called) and i don’t know why.

I created BP_InteractionParen that only handle interaction. BP_Storage is child of BP_interactionParent and BP_Vendor is child of BP_Storage.

Here are events that is used for rebuilding UI (from PlayerController):

I know that looks crazy, but i need working version first and than i can focus on optimization and reduction of code (like maybe i don’t need to many variables that server send etc).

I tried everything that sounds me like the solution, but for now i don’t know where is the problem. So can you help me with this ?

Maybe some information that should direct me right way :):):).

Thanks