I have this part in an enemy animation blueprint :
In the server side it will always work, however, in the client side it will always returns null, no matter how many loops with delays i iterate on it. how am i supposed to get the pawn owner of this blueprint like that ? i’v tried to take this value and send it with events like “run on server” and then use “multicast” and still it was always null for the client.
Is it a bug? how do i fix that ? I’m using UE4.5.
Also, when i print stuff while playing with 2 players, the prints looks like :
server : hello client : hello
But when i click on the “~” key, this is all gone, and these prints are sometimes useless if they go away too fast.
Is there a way to make them stay ?