Hi there, I have some network related questions, which I can’t figure out on my own. I hope some of you can help me
So I would like to update text on UMG TextBlock component on all clients playing game.
I have created the widget under player controller, added it to viewport and saved reference to it.
User can then click on button which calls multicast function on PlayerController, but multicast should only be called on server right? I added Has Authority switch, but then it never executes.
Should client call function which should be replicated on server? From there server can call it’s multicast function which will then contact all the clients?
Do I have to worry about “Owning player” pinof Create Widget node when there are more players connected?
Should I use GameState blueprint? In the docs it states: “The GameState exists on the server and all clients and can replicate freely to keep all machines up to date.”. Isn’t the same thing achievable by replicating variables and thus “keeping all machines up to date” ?
One more thing about GameMode. As I know it exists only on server. Does this mean that if client wants to access some function in gamemode bp, that it’s not available to him?
And one more The best way to detecting that client has connected is with EventPostLogin node which can be called in GameMode blueprint, right?
Thanks so much!