no i made all of these multiplayer. and i stopped testing it because everything was already working ![]()
it has been couple of months that i last tested everything in a multiplayer
no i made all of these multiplayer. and i stopped testing it because everything was already working ![]()
it has been couple of months that i last tested everything in a multiplayer
fair enough, well are we sure the server call even works? i say that as in player1 is the server so could be a false positive.
but also it means the variable should at least work on server since it doesnt need to be replicated at all to them. so something else could be the issue
when server makes these things, all of it is working. this function is working on server when the client makes it tho. just client can’t see the variable.
so we know it spawns and you said even OnRep doesnt fire so in theory it breaks there, the only weakpoint is the cast failing but you said you checked that?
or replication failing which doesnt make sense since the server call worked
that function is never fire with client, but somehow client can see the spawn. and control the actor preview with the mouse moves.
tick runs on server too though so doesnt tell us anything ![]()
im not sure what that code is try to do but it doesnt look good, but thats likely a separate issue unless its related? ie i assume you want to connect findcomp to updatefindcomp?
these are not relative to my problem. this is working as intented. but you said tick runs on server, so server knows about the value and update the client’s comp, right?
if its set up correctly yes but i mean
maybe this is actually running on server if you’re just reading the client camera position
i dont ‘think’ its related but hard to say without a full overview.
general practice though would be for clients to send intent (ie camera moves) and the server to validate it.
my gut feeling is wrong references somewhere.
we’re stuck at Server call works but Replication doesnt, which doesnt make sense to me. unless its not a server call, you’re just calling the server call from server which will always work…
i will take a good sleep now, and tomorrow i will investigate this problem generally. not little things like this. i will try to find out why everything is broken and why the server calls do not work. i will update here if i find something…
UPDATE : i still can’t find why all of this happening ![]()
Hi !
Kicking in because I have the exact same issue, but using only cpp.
I have a replicated component that stores an TArray<TObjectPtr> Deployables relicated with DOREPLIFETIME(UGeoDeployableManagerComponent, Deployables);
When the actor is created it’s stored into this array on the server. Then Client can access the array. It finds only nullptr. But I can access the actors via the world without issue.
I was Trying to figure out what’s wrong for a while when I decided to change type from TObjectPtr, to just the Ptr itself with AActor*.
It fixed it.
So I reverted back to TObjectPtr to ensure this was the change that fixed it.
It still worked. No other changes were made.
Really weird bug, try to remove the variable and create it again, or build without it first ![]()
Hope that helps ![]()