How to execute a function on a dedicated server on Tick()

Hi,

Can someone provide a quick example of how to create a function that will be executed on a dedicated server and then replicate a variable with the result. The hard thing for me is that the function must not be called on a client and then executed on a server but rather the server should start executing it when it starts.

What I am trying to do is call a function that calculates and updates the location of a planet. I need this to be executed on the server only and the resulting rotation and location to be replicated to the clients. Any help would be appreciated.

Take a look at https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Actors/Roles/index.html
Specifically:

Currently, only the server replicates actors to connected clients (clients will never replicate actors to the server). With this in mind, ONLY the server should see Role == ROLE_Authority and RemoteRole == ROLE_SimulatedProxy or ROLE_AutonomousProxy.

Every actor has a Role and RemoteRole. You might be able to call the function AActor::HasAuthority() to see whether it has ROLE_Authority (I’m guessing that’s what it returns).

So in Tick ask if it has authority, if so you can update your replicated variable.