Client Unable to Trigger Server Function

Intro: I’m building a pretty basic game (dodgeball) as a fun project to help me learn the ropes of UE4. At this point I’m really just trying to get multiple characters to be able to throw balls at each other and for each other character to see this correctly. It’s a multiplayer game so I’m building it with networking in mind. I’ve followed along with the tutorials. However, I’ve run into an issue here that didn’t seem to be a problem at all in the tutorial.

Issue: My event is very much like the “spawn bomb” event shown in this tutorial: - YouTube . I have a custom event set up to run a server-side function that should allow the player to generate a projectile. The character is only able to activate this function if they are on the server however, clients can click all they want and the event will not activate. Please see my blueprints below:

The event graph that calls the custom event. Custom event is set to “run on server”.

The “throw” function called by the custom event.

So, to reiterate, the server player can throw balls and client players cannot. Both players can see the balls. I’m sure this is something simple (yes, the projectile is set to replicate) but I’m not sure what it is at this point.

Thank you

Turns out this was something completely silly that I missed (as expected). Looks like it was a replication issue on one of the variables off the initial branch in the function. That variable wasn’t getting handled by the server properly (for client) so that branch kept failing. I’m all set, things are working correctly now. Feel free to mark this resolved.
For anyone who thinks you might have a similar problem, start plugging print strings in everywhere to figure out where it’s failing.