You also need to send this request to the server from client. You custom event is only launched if the server presses the input key.
And you would need to add an input of type “Player Controller” and pass the server the PlayerController of the client, so that he can work with it (and get its mouse position). Or directly pass the mouse position. Don’t know what is better.
I’m trying to set up a RTS game where players can select and control units that belong to them. I know how I would go about doing this if it was just singleplayer, but I’m trying to make it multiplayer, and it just wont properly replicate units being moved around.
If I move a unit around in a client window, you’ll see it move around, but not on any of the other windows, similarly with all the other clients and the listen server. I’m not sure why this is happening, I haven’t worked with multiplayer networking before.
Here are some pictures of what makes what happen. All inside the player controller BP.
I’ve messed around with the stuff for quite some time now and jumbled some things around, so it might look a bit strange:
Can you give me some time? I just stopped learning and i want to play some rounds csgo. Later i can show you a basic setup to move ONE character. I guess you can recreate this for your unit setup. Maybe i can make it for more then one, but i don’t know yet.
I’d guess the problem might be at the top of the 2nd image at the switch after the Right Mouse Button click event. Only the server is allowed to right-click the way you have it set up there, and I’m guessing all the clicking is handled on the Remote client side, right? You’ll probably want the Remote clients to send an event to the server first, then have the server check if this is a legit action and if everything checks out okay, then it can call the Move event back on all the clients.