Client Cant Call RPC to Server on its own Player State?

Client clicks on a button in a user widget, that then interfaces with their own player state and calls a server RPC. However, the server RPC event is never triggered in the Player State. Does the client not own their own player state?

Found a work around…

Instead of going from the widget to the player state via interface; I went from the widget, to the local player controller where I called the RPC, and passed it’s replicated “player state” variable through to get to the proper player state.

It’s an extra step but this works. I would like to know why my first attempt didn’t work though…

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