Hi all. I’m trying to spawn an dice that a player throws, and all other players should be able to see and interact with it. So far can’t get past the “seeing” part. When I run as Listen Server, it replicates to all clients just as I want it to. However, when I run as Client, it only shows up for the Client that’s turn it is - aka the thrower - but doesn’t show up for anyone else.
This is currently on a PlayerController. SpawnedDie is set to replicate. Any help is greatly appreciated!
I’m new to networking games. So as far, as I understand I think you’re spawning a dice from the “server-client” (Listen server means one is the server master of the game) and that’s why everyone can see it because you’re doing it on the server but probably is not set up correctly for the clients to spawn a dice and that’s why only the owner (the client, the thrower) can see it and other not. I guess check first if the BP you’re spawning is check on replicated and then check how you’re spawning for clients
OnButtonClick_Event → Switch has Auth (REMOTE) → Server Spawn Die.
What you are doing here is having the Autonomous proxy (client) Call the server to run the event. Versus You and the Server running the event.
As a side note Run on Server Events have switch has authority in its logic flow.
Pawn Die Test Root (actor) Needs to be ticked to replicate.
If you have a physics based die that rolls around you also need to ensure that replicate movement is ticked on the mesh.