Welp.
I am clearly a moron and doing something wrong.
I literally just want to update the variable of one blueprint via another blueprint.
Player 1 is going to click on a UI element on their client and have it update the variable from ‘0’ to ‘1’.
Player 2 is going to click the same UI element but their client version and have it update the variable from ‘0’ to ‘1’ OR ‘1’ to ‘2’ if Player 1 already selected.
I feel like this is so basic there is no way I can’t be doing it wrong.
It seems like it’s just making a copy of the variable and updating that instead of updating the actual variable.
I claim each UI element and its data within the UI exists uniquely for each client. Thus, you will have to push and pull data to/from something running on the server.
The claim is that a player state exists for every player connected to the game on both the server and the clients. The continued claim is that this can be used for replicating properties that all clients, not just the owning client, are interested in. Example: individual player’s current score in a free-for-all game.
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Yeah seems super super basic I have tried to do it in GameState just like the baseball team score and it’s just 0 every time. It literally runs through increment before then printing that it is 0.
I claim I can feel your frustration. I have not found a piece of documentation that clearly explains how the client server pieces work together. I have the above link printed out and referenced when I get lost…
…given your example, just double check that the variable, baseball_team_score, is replicated. Another thing to consider is how that variable is replicated. There is a difference between a replicated variable and RepNotify.
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JFC it was the replication checkbox. The ■■■■ tooltip shouldn’t tell noobs it replicates when you have to enable replication to make the tooltip be correct. Rude.
Thanks bud.
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