Hello, I ran in to a problem where I tried to create a cigarette with niagara effect. I attached the Niagara Effect to my static mesh and created a simple check that would check if the static mesh is equipped or not. While it spawns in the effect is active, but after i pick up the static mesh and equip it on to my character the effect wont start playing. All help is appriciated!
I am not sure but first thing that pops up in my head is to make sure that whereever you are running the ServerRPC make sure that it has authority
I added switch the authority node, and I kept it on authority, but it still doesn’t work. Any more tips?
Thanks!
Do I have to do it in the blueprint class or inside component or third person character blueprint?
So assuming this is a multiplayer game. Your character basically is the right place there is no problem with that.
Character equips a cigarette actor that is server RPC,
When a server RPC is called → You do something on server that is not replicated to clients yet.
If you run a command on server like ListenReplication on my example.
Then this can be replicated to all on server if set to multicast.
That being said this can be your problem if something is not firing on client, however in single player mode no matter what replication is you shouldn’t have any problem.
If you have any problem in single player mode then you should look into niagara logic if niagara correctly set, lifetime loops etc correct.