I have created a NetworkCoordinator class to handle sending RPCs from client to server. On BeginPlay, the following code runs in my custom player controller:
NetworkCoordinator = GetWorld()->SpawnActor<ABWANetworkCoordinator>(ABWANetworkCoordinator::StaticClass());
NetworkCoordinator->SetOwner(this);
if (NetworkCoordinator) {
UE_LOG(LogTemp, Log, TEXT("Net Coordinator Spawned. I %s the owner"), ((NetworkCoordinator->GetNetOwningPlayer()->PlayerController == this) ? TEXT("am") : TEXT("am not")));
However, reliable server rpcs called from this BWANetworkCoordinater aren’t received by the server. The NetworkCoordinator had bReplicates and bAlwaysRelevant set to true.
What’s going wrong?