Seen tutorial playlist, several times. Not as helpful as I would like cause it doesn’t go step by step for every single part, from the creation of assets to e.c.t. If it did I could see what I might have different. I want to say the definition of a client is- player controller. But run into several issues when trying to access a player controller.
For example, should “event construct> print string” in a widget class run only on clients or also the server? I “event beginplay>create widget>add to viewport” on my level blueprint. I have multiplayer options - “number of players” set to 4. I have dedicated server unchecked so one window is the listen server. Why is viewport printing for: the server, client 1, client 2, client 3. I thought only client 1, client 2, and client 3 would appear on viewport as a result of print string in the widget. Not server. Furthermore, I thought each client would see only 1 print on the viewport, not 4. What networking concept do I have confused if the client is a player controller?
Can we limit answers to straight answers instead of links to documentation. In case anyone wants to mention this, I’ve seen it. http://cedric.bnslv.de/unreal-engine-4-network-compendium-released/