UE4 Blueprint: Cannot get player “death” to replicate on clients, only on server

From Replicating Functions in Blueprints:

There are 3 primary types of replicated functions: Multicast, Run on Server, and Run on owning Client. Multicast functions should be called on the server, where they are executed, and then forwarded automatically to clients. Server functions are called by a client and then only executed on the server. Client functions are called by the server and then only execute on the owning client.

The PlayerController needs to call a Run on Server function, so that the server’s version of that PlayerController can update the authoritative information, which is then sent back to all the clients via a combination of replicated properties and client functions (probably Multicast in this situation).

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