Hi there! I have a short question. How do pointers behave in the RPC? I’m a little confused. Example:
void AMyCharacter::Event()
{
MulticastCallback(this);
}
void AMyCharacter::MulticastCallback_Implementation(AMyCharacter* _Owner)
{
if (_Owner == this)
{
UE_LOG(LogTemp, Warning, TEXT("_Owner == this"));
}
}
I’m running server+client mode. Why when I call a custom event from the server and pass a pointer to the current object to the RPC, I get _Owner==this twice? Although I expect this to happen once when the server itself does it.