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Evemt firing on server but not on client

Hi,

I have a replication problem where if I call a function through the server window (listen server), the script runs and a unit is spawned. However, if I do the same on the client window, the unit does not spawn.
I have already done spawn units of a given class, but these units that I want to spawn belong to a different tree of classes.

Here are some images:

This is the event through which I am testing if this logic works.

552574f832dd0f3d850d90db0ed25620d27397bb.png

14550e0b11ece68aad570bd140423cb6d7f34191.png

1ad74b6ad24a04aa012a2a61063c71446b154cbe.png

This are the calls until the function itself.

This is the effect from calling from the server (the dots are what I am trying to spawn)
bdaeee27b408f3691289a986e2655e3287fcdb3a.png

This is the effect from calling from the client
mapOnClient.PNG

I think the problem is that the server event is on another blueprint… Because when I place the spawning logic on the same blueprint it works…

I solved it by calling a function on the other blueprint instead of calling an event…