Hi, I’m working on ShooterGame Project in UE 4.10.
After sending a TArray to a Server function all distances in array get a value of 0. I don’t know if it’s bug or I’m doing something wrong.
GetActor() returns local and on serwer always actor that was hit.
Thanks for answer! ![]()
Function On Server (Impact isn’t modified)
UFUNCTION(reliable, server, WithValidation)
void ServerNotifyHit( const TArray<FHitResult>& Impact, FVector_NetQuantizeNormal ShootDir, int32 RandomSeed, float ReticleSpread);
void AShooterWeapon_Instant::ServerNotifyHit_Implementation(const TArray<FHitResult>& Impact, FVector_NetQuantizeNormal ShootDir, int32 RandomSeed, float ReticleSpread)
Debug Code:
switch (Role)
{
case ROLE_Authority:
roleStr = "Authority";
break;
case ROLE_AutonomousProxy:
roleStr = "AutonomousProxy";
break;
case ROLE_SimulatedProxy:
roleStr = "SimulatedProxy";
break;
default:
roleStr = "Other!";
break;
}
for (int i = 0; i < Impact.Num(); i++)
{
GEngine->AddOnScreenDebugMessage(-1, 5.0, FColor::Green, "i=" + FString::FromInt(i) + ", Dystans: " + FString::SanitizeFloat(Impact[i].Distance) + " ROLE: " + roleStr );
}