I’m trying to change the color (material) of an actor that I spawn during gameplay. It works when running on a server but not on a client. (The actor is spawned on the client but the material change is only visible when looking at the actor on a server.) To try to understand what is happening I created 3 functions:
changeColor()
UNFUNCTION(Client, Reliable)
void clientChangeColor();
UFUNCTION(Server, Reliable, WithValidatin)
void serverChangeColor();
My changeColor function calls both clientChangeColor and serverChangeColor. I put a breakpoint at the beginning of clientChangeColor_Implementation and serverChangeColor_Implementation thinking that one or the other will get hit, depending on whether I’m running a client or on a server. But on both client and server both breakpoints get hit every time. How is this possible?