Multicast "Reliable"?

Hello,

I have been working on a project across two PC’s, one at work and my home one. Today I spent some time working on my networking project where I implemented a double jump function for my players.

I completed the entire task I set myself on my work PC with out any problems and then sent myself the files to implement at home (Im working on a way for better execution of this).

Anyway I have seem to run into an extremely strange bug or I am doing something wrong that I can not see.

On my work PC, when I call a custom event with Multicast set to “reliable” everything works perfectly. Both the server (Im running a listen server) and the client are replicating as intended.

At home, when I straight copy and pasted the area of blueprint I had newly implement I noticed it was behaving very different.

If the multicast is set to “reliable” the player spawns on an entirely different map than the listen server, although I can still see debug string prints being sent between the two. Adding more players does not change anything, it just adds the new clients to completely other maps than the existing ones.

When I untick the multicast “reliable” the players spawn in the same map, although the event now only fires on the opposite client or server not matter which one it is. If I add another client to the situation it still only fires on the other two clients.

Has anyone else ran into this issue? I am aware not many people would be working from two seperate pcs on their projects - this may not even have anything to do with it.

Thanks if anyone can help,

Ategig

Same bug as me see here https://answers.unrealengine.com/questions/96944/client-cant-join-server-if-server-is-running-relia.html

The fact that your client spawn on a different map is that because he couldnt join the server

and the debug string appear on both window even if client isnt connected so that dont mean it is connected even if you can see string print on both screen :slight_smile:

i did a bug report here too when u can simply reproduce the bug:

I’ve answered a similar question Here.