# How to test server client?

**URL:** <https://forums.unrealengine.com/t/how-to-test-server-client/343465>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, client, Server, unreal-engine, Multiplayer, CPP, question\
**Created:** [January 8, 2016, 10:49am UTC](https://forums.unrealengine.com/t/how-to-test-server-client/343465 "2016-01-08T10:49:23Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![anonymous\_user\_a8366a311](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a8366a311](https://forums.unrealengine.com/u/anonymous_user_a8366a311)\
**Post date:** [January 8, 2016, 1:11pm UTC](https://forums.unrealengine.com/t/how-to-test-server-client/343465/2 "2016-01-08T13:11:54Z")

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Hi Sleicreider

Well, the easy way to see if some method is called on server or on clients or on both is with logs. If you are using blueprint the Print String node in multiplayer show you where was called that funtion, for example: Server: my log text or Client: my log text.

On the other hand, for logs in C++ I use the following macro that also show me the same information.

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Best regards.

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