Not sure if this is a bug or not, So over the past day i been working on some of my inventory logic now a group of my client events wont fire without being set to Reliable, i know the engine can drop events depending on bandwidth but this happens when testing a client on both a listen and dedicated server within the editor so bandwidth is can’t be the issue here? any help would be appreciated.
Hey OverRated_AU,
I’ve attempted to reproduce this on my end with some events that were not set to reliable, but I didn’t see any instances of them not being called.
Could you provide some more information regarding which events are not being fired? Please provide some screenshots of your blueprints or provide the code that you are using for these events.
Thanks
Hi Sean thanks for the quick reply.
Ill try to reproduce this in a clean project, from my understanding there shouldn’t be any reason it shouldn’t fire, the Client calls a interface which talks to the player controller then fires a server event to get the inventory items data, it then send that info to the client to build a set of grid slots in UMG, is there a way to track network usage? thanks
Unreliable events are dropped during periods of high network traffic. I’m thinking that this isn’t a bug, but there is something interfering with the event’s ability to fire. If you’re running multiple events at the same time, it could cause some traffic and cause some of them to get dropped if not marked as reliable. If you always want to ensure that an event will be fired, you should be marking them as reliable by default.
You can try using the net profiler to track network usage: Network Profiler | Unreal Engine Documentation
However, if you are able to reproduce this in a clean project, I’ll be glad to take a look so feel free to leave a comment to reopen this thread.
Have a great day