If i spawn a replicated object, and directly after the creation call a function on it, it seems to fail. So it seems a function flagged NetMulticast will only execute on the client if the actor it is called on is replicated at the time the client receives the message to call this function.
I hope however that this is not the case, since this would imply order is not respected in the networking.
Also, what is the best way to achieve this type of behaviour if you cannot call a ‘NetMulticast’ directly after spawning the actor.
PS. If i call the NetMulticast function in a ‘tick’ function on the server the client will eventually also start receiving it.
In which case the log looks like this:
LogTemp: TerrainMesh | Constructor SERVER
LogTemp: TerrainMesh | TestMutlicast SERVER
LogTemp: TerrainMesh | TestMutlicast SERVER
LogTemp: TerrainMesh | TestMutlicast SERVER
LogTemp: TerrainMesh | Constructor CLIENT
LogTemp: TerrainMesh | TestMutlicast CLIENT
LogTemp: TerrainMesh | TestMutlicast SERVER
LogTemp: TerrainMesh | TestMutlicast CLIENT
LogTemp: TerrainMesh | TestMutlicast SERVER