I am playing around with the TestBeaconHost and TestBeaconClient
i have a c++ game instance subclass function that creates/spawns the host and initializes correctly
i have this set to call from another function marked with UFUNCTION(Server, Reliable, WithValidation)
I have another function that creates/spawns the testbeacon client and initializes on localhost
called from a function marked with UFUNCTION(Client, Reliable)
Now as far as I understood the documentation, on connection, it should “onClientConnected” start
the clientping->serverpong thing.
however i seem to be getting an annoying error that im failing to find a reasonable answer/explanation on why.
so when i press L i have it spawning the server, on another instance running when i press K it spawns the client
Server seems fine and spawns under Role_Authority
but the other one i get the following log output
LogTemp: ROLE_AutonomousProxy
LogTemp: Display: ParseSettings for GameNetDriver
LogTemp: Display: ParseSettings for IpNetDriver_4
LogInit: WinSock: Socket queue 32768 / 32768
PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
LogNet: Game client on port 7777, rate 10000
LogNet: Warning: Client is absorbing remote function ServerPong on actor TestBeaconClient_0 because RemoteRole is ROLE_None
As far as I can see, and please correct me if I am wrong, i have set the TestBeaconClient to spawn on client but it has no replication?
i went into the ATestBeaconClient.cpp and added to the constructor
bReplicates = true;
but same issue, ive tried multiple combinations of hasAuthority and is server but i dont seem to be making any progress.
can anyone shed any light on it?