I am fairly new to Unreal Networking and Have Read Networking & RPC documentation and watched various videos and read any forum post I could find but still struggling to find the solution to my issue. Most likely I am approaching this incorrectly.
I am trying to save the game on server (dedicated) triggered by Client via InGame UI Button but I am unable to trigger either Blueprint or C++ Server Only functions.
I initially tried GameMode but that ended quickly, so next step was GameState which should work but doesn’t seem to.
Could someone Please advise me how to handle triggering Server Saves?
Try calling a function on the Player Controller. The player has authority for that actor so you should be able to use it to call up to the server and have it do the save.
Thank UnderClever, that sounds like a potential workaround. Will post if it works.
Also very sad this is not already a solved problem, aren’t they already many games which do server side saves, or is it they always do it on server side triggers?
Maybe an event timer on the game state that periodically runs a for each loop on the player array and casts to the player state to get the replicated variable changes and sends requests to the game mode for actions?
So maybe the client in the UI can say make a replicated integer “1” and the game state can run a check on a for each loop every second or two and if the player state variable is equal to “1” then the game state can call the game mode to do the action. I have similar set ups that work this way, but I’m not trying to save on the server is the only difference…