I’m new in the unreal universe, now I’m working on a simple online MMO like game ( C++ Dedicated server) and make a mistake.
My “Trading” system looks like now:
Client Call Server RPC from BP with Actor Reference ( Player and Enemy )
the server call the Client RPC from C++
Is it okay to Call server rpc from client with actor reference?
If i click on self character ( trade request with myself) works well, but if i click on other multiplayer character the reference invalid
In blueprint i can’t make a valid reference from other character to send server.
What is the right way to this:
Player1 Call Server RPC with a player reference to Player2
The server call a server rpc which fire on player2 client
yes, I understand this, but i can’t make a valid reference from the othe multiplayer character.
after the break hit result i check the CUnrealCharacter cast is valid, but when i set it to a variable on the widget, and check on the widget side it is invalid.
I tried to set variable values with CUnrealCharacter cast return variable and with the Hit Actor return variable from break result, but it always invalid on the widget side.
If i’m right, the playercontroller is not replicated?
What is the perfect way to send an “Identify” from the other multiplayer character to the server?
On click, get hit, get Actor, cast as your character class.
RPC the Server, pass the reference.
Server takes passed reference and executes a run on owning client event.
Owning client event does the action.