Hey Jimonions! “Multicast” event type is what you would be after. Currently its setting this ON the server, which may be a listen (client - Only server will see this visual update) or a dedicated (no client - no visual updates). But changing this from “On Server” to “Multicast” should easily fix this.
Ok I tried to set it up the way you said but still no dice
If my understanding is correct, Isn’t switch authority just for checking if its client or server execution, How does it affect a situation like this? And isn’t run on client just for certain single clients rather than everyone?
also it seems to fail at the Request_Server_UpdateRenderText event for clients
In which class are you on?
If you are in a pawn, simply make “SetSpawnName” to “RunOnServer” and let the Server do a Multicast. It should work this way.
In my setup (first picture) the server_updaterendertext event does not get fired.
I’ve just noticed this ties into some other problems I’ve had. I am using an interface call to trigger these events. Whenever the player “uses” something it trigger this interface event on that item.
What I have noticed is any server side events that need to happen just don’t get get through at all.
In my test object I have the same kinda setup but to this time destroy the actor:
I just made it so that fires from the server in my player controller.
The weird thing was I had this setup way before but removed it and still had it work…
So something must have changed or I did it differently this time. Who knows, I sure dont.
Just basically the interface event had to be callled from the server otherwise any server related functions like destroy actor would not be fired even if they were on a seperate server custom event like my earlier screenshots.