New Clients not being replicated

I have a system that randomly generates hair when a client joins, however, when a new client joins, it doesnt replicate the server’s hair or sometimes old clients.

You can’t all set it up, you should copy the information from the controller and pass it to the player


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sorry i am very new to unreal engine, can you explain what you are doing here?

in short,
Multicast fires once and will be missed by late joining players
RepNotify fires when relevant so new players will get it.

so in your initial code, dont mulitcast the Int, set it to Repnotify and in the OnRep function do your logic

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Ohh, i think I understand. However I used multicast for a weapon mesh and that updates properly. Is it just because the clients join around the same time in the editor?

likely yes but you never want to do that,

Multicasts can be unreliable and fail, or forced to be reliable and cause disconnects.

use them for non essential things like special FX and sounds

so i should make the weapon select into a repnotify too?

yep,

states should be replicated
events should be multicast

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