Hello,
I create litle blue print for sprint, how replicate the movement in multiplayer?
Ensure the “component replicates” is checked in the relevant boxes under the components tab, especially under the root component and character movement. There should be more advanced ones in the parent. I got the movement replicated by just checking the correct boxes. Getting the client to talk to the server properly (read: with correct authority) is another matter, but this should work for server to client at a minimum.
I check every replicate box i fin and it doesn’t work.
when the server moves the character, can the client see the movement?
Also, ensure the "Always Relevant is checked under the root component, that is not obvious:
Under Character Movement:
@DraixPrime , in a listened server only the host can sprint, in play as client nobody can sprint.
Sorry i not undestand what is root component, i will try your screenshoot but i don’t know where.
I see. This is because in play as client, no one is the server, it is running in the background. So the Clients cannot sprint at all. Do the players not own the character then?
The root component in this case is the BP_ThirdPersonCharacter (Self) component listed under components. If you hover your mouse over it, is should have a tool tip that identifies it as the root component, saying something about not being able change it.
@DraixPrime , I create my sprint with the Blue print third person is character class.
@Wapiti-Blue hello to make it work for the multiplayer you will need to change the speed for both the server and the client. Here is how you can do it.
Create a variable bIsSprinting with type bool.
Make it so it replicates with RepNotify
When you do that you will get a function called OnRep_bIsSprinting put that code in there
Create two functions: ServerWalk, ServerSprint and very important make them to run on the server in the details panel
And this is what is left to do
Explanation: Everytime you change the isSprinting variable the OnRep_bIsSprinting will call taking the side(Server/Client) based on what side the bIsSprinting was changed. Like this we are able to replicate our speed for more information about multiplayer in unreal engine i recommend reading this: Multiplayer in Blueprints | Unreal Engine 4.27 Documentation
Edit: I also read you have ticked somethings evolving replication yeah uncheck them everything you need is already selected for you by default.
The clients by default only own the player controller, the player state, and possibly the default pawn(?). If the client does not own the player character, they will be unable to do anything with it directly. If they do own the player character, then it is possible you do not have the events replicating, which I suppose I presumptuously assumed were already in place. AoB just explained how to implement this, so suppose I don’t have to now.
Thank for the details.
But for the step 4:
I dont have the same model for the function server model, why? your is red not mine.
Because my is an event implementation your is a function call
@AoB , I need just one more what is set w/Notify at the step 5?
Drag the output and search for set bIsSprinting. set bIsSprinting = set w/Notify @Wapiti-Blue
@Wapiti-Blue did you fix it ?
Do you use variable at step 3 for the speed?
Out of the ServerSprint event you have to set bIsSprinting to true out of SeverWalk you have to set it to false. You have done the opposite. So just flip them and when you are in game hold shift and walk. @Wapiti-Blue