Hello, I’m currently blocked by an issue I’ve never had and wanted to know if someone have any idea of what’s going on.
Basically an event that removes a widget is played on every client. If I have two or less of them, it is called. But with 3 it just suddenly stop being processed.
I verified with breakpoints, the events are just passed by, i can’t get into them with F11.
Sounds reasonable. Also: It can be verified by putting delay (long enough for all clients to surely connect) before calling the initial function. (also should be noted: in such cases - use delays only for veryfying the cause of the problem. The proper solution should not rely on them)
this should work, i feel the error might be elsewhere.
but this doesnt really work for a load screen? by the time you show the load screen (beginplay) the game is already loaded
Loading times will vary on all clients. Execution delays will never work in a packaged game. You have no way of knowing how long it will take for each client to initialize any given class, much less load a level.
When a client gets its copy of the controller call the loading screen. The controller should be handling the vast majority of UI anyway. It’s the only class on the client that’s truly persistent.
Use a Loading Pawn as the GM’s default Pawn and let it load this Pawn immediately. This pawns job is to check if the level has loaded enough to actually be ready.