Hi,
I am developing a fully blueprint network game.
I would like to read/write to the GameInstance object on the server’s at times, and on the clients’ at others. So, I am using OnClientRPC Events from PlayerState objects to be insure the clients’ GameInstance is the one being retrieved. When I try to write back to the PlayerState I use OnServerRPC. But, it is not updating properly, other clients can’t see the updated PlayerState data.
It is getting rather confusing to be honest. So, I would like to simply ask, from which object should I do RPC calls to properly access Server and Client GameInstances.
Thank you for the answer. But, I’m afraid it doesn’t answer the original question. How and from where do I run RCPs to reach GameInstances of clients’ individually and server’s?
Do it on the PlayerController or Pawn/Character. I am not sure what you refer to with OnClientRPC etc. but if you are able to make the RunOnServer events you should be able to do what you want.