I have some trouble using BPNotify events in my Ice Mod.
My mod re-calculates the spoilage multiplicators for different item classes in the inventory of some new storage boxes depending on the amount of ice stored in this inventory.
To do this, I use a parent blueprint “PrimalInventoryBP_IsolatedStorageBase”. Inventories for the storage items are based on this parent.
The parent inventory has all “Use BPNotify…” boxes checked and uses for example the graph below for BPNotifyItemAdded.
Inside the devkit and in singleplayer / non-dedicated mode it works fine.
But as soon as you use this mod on a server, it seems, these functions are never executed.
I created a fresh server using only this mod. Not only the spoilage times are not calculated, also my calls for InventoryNameOverride don’t change the InventoryNameOverride.
Do you have any idea, why a BPNotify event works fine in singleplayer but not in a dedicated server session?