Hi, I’m still getting used to online multiplayer using blueprints in UE4 along with advanced sessions (+ steam), and despite having previous experience with online from another engine I can’t seem to figure how to get this to work; I’m attempting to allow clients to press a key, which will ping the host, grab the list of players and their info then send it back over to the client and print out this info.
If I do this in my gamemode, it does not function on the clients as the clients do not have access to the gamemode. While if I get the clients to directly ping the host’s player controller, ask for the information then send it back the game crashes (presumably there’s a loop somewhere, or it doesn’t like giving this information). The crashes are related to storing an array of all players in a player. It’s also worth noting in the project steam is 100% functional so it is not a network issue.
First method I tried (ping host, host gets all actor info, returns it to player):
Second method I tried (works perfectly as host, client cannot pick up any players [including themselves]):
For reference the actual usage I want this for is a pause menu, which when opened displays all current players within the room. The menu is fully functional right now except for feeding player information to the clients.
Thanks in advance.