Hi to all,
i have a blueprint character in my project, and his replication options are all active.
Then, if i run the game with 2 players(one is on the engine window and one in a external window:
The player in the external windows can see all other player movement
The player in the “engine window” couldn’t see other player movement, i mean that he see only the other player walking forward forever
Anyone could help me?
I don’t know what’s wrong
Thanks and goodbye!
Is this happening in a new and fresh project? Can you try to recreate this issue in such a new project? If not, can you please post your Character Movement BP (pictures)
Did you select Character or Pawn for your Character BP? I’m not sure if Pawn Blueprints replication work straight out of the box? That could be one thing.
Settings of pawn or gamemode are ok.
That is the problem: if i move the server, the client see it, but if i move the client the server not see it. And i don’t know why
As eXi said, try this in a fresh project if the results are the same. I believe it’s because you’re using a Pawn BP and not a Character BP. In the Character BP the Movement Component already has replication by default. So you can just go straight in and have basic movement.
If you move the actor with SetActorLocation or things like that, it won’t replicate. And it also needs to be a Character with a MovementComponent if i’m not mistaken.
If you want to replicate additional movement than the “AddMovementInput” things, you will need to make your own replication logic with a location variable, an OnRep Function and SetActorLocation.
Then let the Client call an RPC to tell the server to move him etc.
Ok then, i created a new “Flying Game” project and i didn’t touched anything, with 2 players same problem, client see and server not…
Now i’m updating the engine at 4.8.1 because i was working on 4.7.6 but i don’t think that this will fix my problems
Ps: in my project my “Player” is the default Flying Game player a little bit edited.