Item spawned not seen by second player in multiplayer

Hey all,

I’m running into a weird issue where I have a blueprint that servers as a spawner. When the spawner spawns the item, I can see it on the host but not the client. This behavior occurs on a packaged game but not on the editor. The item I’m spawning is also set to replicate.

Here is an image of the setup of the BP_Spawner:

Hi @Crazed_Lurker check if you have in your BPFlashLight object Replicates checked:

If you already have it try to do the replication Reliable and put a break point in SpawnActor to see if that node is executed.

As well check if you really want in begin play the Authority path, looks like would be more logical to use Remote to call the Server Activate Spawn event

So I switched it around like so and am still noticing that it isn’t showing on the client that’s connecting to the host. The item that my spawner will spawn is also set to replicate. Could I have the wrong packaging settings?

Maybe you can add log when spawned the actor to check if really spawned. If the actor really spawned, then add some debug logic to check if you can get the actor both on server and client (to check replicate). If replicate have no issue, then you should check why your actor can’t shown on client (maybe the problem with skeletalmesh component) .

I have the similar problem before, but i can spawned the actor, just can’t see it. Because if set mesh for skeletalmesh component, need to do the logic both on server and client.

What would cause it to work in the editor but not a packaged game though? I can simulate in the editor just fine but the packaged game breaks it.

I suggest you to add log on every step for this logic to see which step is untriggered or have issue.

Maybe you spawned too early on server. Because your server spawned the actor at begin play. But when your client joined the server, the actor won’t update to client. So you can’t see it. Try use key event instead of begin play to see if it’s worked (Press the key after client joined) .

If you still want to use begin play. Do some logic to update the actor to client on remote side.

On editor the begin play works because the server and client join almost at the same time, but on packaged game, they are not. That’s what I think.