Simple as the title says, there are the screenshots (All inside ThirdPersonCharacter):
Thanks in advance! <3
Simple as the title says, there are the screenshots (All inside ThirdPersonCharacter):
bumping this…
bumping this…
does it work on server? if so add a few print strings to find where it fails,
also i have a feeling DoOnce doesnt work instead of functions
Hey! thanks for answering.
No, it doesnt work on both server and client but it works on singleplayer. Also i tried replacing DoOnce with Gate but it’s still the same.
Do not pass montage references. Use an Int, enum, string, name type instead. You can build out an Array, TMap, Switch statement or data table to identify the montage to use.
Here’s a quick flow reference.
Here we have a structured client fakey, Server Auth networked action.
Client calls SomeAction
. This event determines what montage to play (ID), calls PlayMontage
event, then fires an RPC off to the server.
The server then executes the same logic flow. IT determines what to play as the “Authority”, plays it and fires a multicast.
The multicast is setup to only execute on Simulated Proxies. Sims are not authorized to determine anything, so they are explicitly told what to do.
Bandwidth wise we are only sending an FName across the network vs an Obj Reference. FNames are Imuttable, so they are very efficient memory wise.
a gate wont work either, nodes like that are required to remember what state they’re in, ie open/closed but a function is recreated everytime its called so the state would be lost. just like a local variable would reset.
you can put them in an event if you want to do it that way or just use a bool
Okay maybe it seems funny but i solved it simply by calling the function on an event that isnt Event Tick
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