Hello. I’ve read all I can found on this topic. I’ve implemented replication in blueprints. Now I want to do the same with C++ but I can’t, something wrong.
I have a controller with
UPROPERTY(Replicated) FVector Position; UFUNCTION(Reliable, Server, WithValidation) void MovePawn();
I’m running two clients with PIE. As I understand, when I’ll call MovePawn() on client it will run on server, right?
Inside MovePawn_Implementation() I change Position. Again, as I understand, since Position is Replicated it should be automatically updated on client. But when I’m trying to get it in PlayerTick() it’s always the same and never changes.