Hi! I am learning Networking for a Multiplayer Project and am experiencing issues while trying to run test to determine which running Engine Instance has Authority.
According to UE documentation Doc, we can retrieve Actor Role and Remote Role using GetLocalRole() & GetRemoteRole(), however when I am trying to simply print a message, using GEngine, in C++, both Server Window and Client Window display the same message.
Additionally, whenever I call SwitchHasAuthority from Blueprint to setup my UMaterialInstance on the Server Characters and Clients both work fine and apply the proper Material to it.
Can someone explain why Role Authority doesn’t seem to work in c++?