If you don’t have ‘Use Single Process’ enable it will only open one client and this is by design. You can choose from the Editor Client Mode which client that will be.
How exactly are you trying to test your code using this method that can’t have Use Single Process enabled?
Am trying to test my code with 1 dedicated server and two clients.
To see if my projectile is replicating/ showing on both clients.
I just figuerd out a way to do this, by running 1 dedicated server and two clients as standalone.
The resson for not using Single Process is that regardless of client the Role == 3.
But the Dedicated Server should have 3 and Clients 2. ? Right?
Now am experiencing some other problem.
And its that when opening the project i need to re save my weapon Blueprint that is derived from my Weapon class everytime or it will not show up in world.
And Spawn Actor will return NULL everytime if i dont save it when i first start the project in the editor.
There is nothing that we can see in your code that would cause the issue.
Could you try reproducing this in a clean project using your weapons class? If you can get it to reproduce, post your ,h and .cpp code. As well as a screenshot of the blueprint in question. That way we can duplicate it and try to help troubleshoot the issue.
Ok do you want me to upload the project some where spesific?
Email it somewhere?
I made a new project (FPS Code Sample) and added my code.
I get the exact same behavior, Blueprint needs to be saved one time after opening the editor to show up at all. And it will never show up in when running Standalone.
Also should i create a new post about this Blueprint problem and come back to this one later on?
you are Mr Ballard.
Pastebin: http://pastebin.com/sBxGmA36 (Not very good way to look at all that code but maybe you can`t download at your work desk.)
I was able to reproduce the issue that you described in version 4.3. Unfortunately, when I went to our most recent internal version I ran into another issue that will need to be corrected before we can further investigate this one. I will keep an eye on the other issue and when I see that it has been corrected, I will continue investigating this issue. I apologize for the delay.
Ideally we would prefer to have separate issues in separate posts so they can be focused on individually. Since you already mentioned it , and the original issue is also yours, it isn’t much of a problem.
I was able to reproduce the other issue that you described with your weapon Blueprint. I have submitted a report about that issue to our development team for further investigation.
Now am experiencing some other problem. And its that when opening the project i need to re save my weapon Blueprint that is derived from my Weapon class everytime or it will not show up in world. And Spawn Actor will return NULL everytime if i dont save it when i first start the project in the editor.
…it appears you may be simply attempting to spawn an actor that has not been loaded yet. since your FStringAssetReference is hardcoded in your C++ source file, it won’t automatically be loaded on PIE, so you want to either (a) move that reference into a native TAssetPtr property defined on your BlankProjWeaponCharacter class (or a variable you define on your MyCharacter Blueprint) and filled in at design time, or otherwise refer to the documentation for how you can manage loading assets on-demand with an FStreamableManager:
Now am experiencing some other problem. And its that when opening the project i need to re save my weapon Blueprint that is derived from my Weapon class everytime or it will not show up in world. And Spawn Actor will return NULL everytime if i dont save it when i first start the project in the editor.
…it appears you may be simply attempting to spawn a Blueprint class that has not been loaded & generated yet. since your FStringAssetReference is hardcoded in your C++ source file, it won’t automatically be loaded/compiled on PIE, so you want to either (a) move that reference into a native TAssetPtr property defined on your BlankProjWeaponCharacter class (or a variable you define on your MyCharacter Blueprint) and filled in at design time, or otherwise refer to the documentation for how you can manage loading assets on-demand with an FStreamableManager: