Run On Server vs. Has Authority? (and more)
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8
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5044
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September 11, 2021
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BlueprintAuthorityOnly C++ Equivalent
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2
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868
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July 29, 2021
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IK aiming solution breaks when not authority
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0
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96
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October 29, 2020
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Is this how authority works?
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1
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408
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January 15, 2020
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Questions about function replication
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2
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194
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June 13, 2019
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Replicated Variables Not Updating When Prompted By Server
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1
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715
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May 19, 2019
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What makes an actor Autonomous Proxy?
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1
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1186
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May 19, 2019
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(Securely) Exclude certain clients from Multicast
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5
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327
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April 22, 2019
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Who execute what?
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0
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92
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November 27, 2018
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Networking roles are different in PIE and packaged project
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1
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377
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November 7, 2018
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Multiple GameSparks Connections to UE4 Server
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0
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111
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September 18, 2018
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How to use Variable Replication in Blueprint?
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0
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98
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July 27, 2018
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No owning connection for actor ChildBP_C_3
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0
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961
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September 25, 2017
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How to make client have no authority over server-spawned actor
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1
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654
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August 24, 2017
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Client mistakes itself for server!
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1
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228
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July 30, 2017
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GetWorld()->IsServer() from GameInstance
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1
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2404
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April 19, 2017
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Have object authority for all players on multiplayer server?
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7
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712
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December 14, 2016
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Set ownership/authority
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0
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677
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November 21, 2016
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Widget NONE/NULL on client, not server.
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0
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206
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November 18, 2016
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Why do we need "run on owning client"? In the document illustration "not replicated" or "run on server" also works
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2
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7045
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October 12, 2016
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BeginPlay not fired on clients
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0
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339
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August 22, 2016
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How the server can communicate with a specific client
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3
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1468
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May 23, 2016
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How to get a server created timer information from a client?
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6
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1637
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May 15, 2016
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Confusing about the server only and authority only
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0
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251
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April 10, 2016
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MovementComponent vs authoritative networking
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0
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250
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April 8, 2016
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blueprintAuthorityOnly not callable in level blueprint
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0
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249
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March 7, 2016
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Replication through game sessions
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3
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359
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December 3, 2015
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Authority cannot interact with widget
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0
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135
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October 7, 2015
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Child actor component has authority on client
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5
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792
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July 17, 2015
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Getting the owner of an actor [multiplayer]
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5
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2686
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May 23, 2015
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