RPC never being called?

In the hope that we get some developer feedback, copying this thread from the forums to here too.

Quote from ‘Bickers’
"Hello, I have been working on a networking a game. I have successfully replicated actors as they now both appear in server and client. However I have now started working on remote function calls, to ensure actions carried out on the client are also carried out on the server. I have been using the Shooter Game Example and Unreal Wikis, and believe I followed them correctly, resulting in the code attached. Currently when I step through the code, it passes the client check but does not execute the ServerFireLaser function, from what I can tell as it never reaches the breakpoint or executes any of the code within said function.

Can anybody explain why it is not working and/or where I am going wrong.
Thank you in advance, Bickers. "

Original Thread:

Hi TheJamsh,

to call a RPC method on the Server the calling client must also be the Owner of the Actor. Check if your Clients controller calls:

MySatelite.SetOwner(this)

Somewhere in your Controller.

Also see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/RPCs/index.html - Section Requirements and Caveats point 3 and 4.

This one cost me some time a pair of month ago. I hope this will do the job for you.

Greetings

DarthB

Thanks DarthB, in our case we needed four pawns to interact with one actor, so the functions are called via the Pawn and replicated to all clients. THanks!