Relative Content

Tag Archive for c++unreal-engine4unreal

the replication from client to server doesnt work

void SetFirstPerson(AHalfDeadCharacter* Player); UFUNCTION(Server, Reliable, WithValidation) void Server_SetFirstPerson(AHalfDeadCharacter* Player); bool Server_SetFirstPerson_Validate(AHalfDeadCharacter* Player); void Server_SetFirstPerson_Implementation(AHalfDeadCharacter* Player); virtual void Tick(float DeltaTime) override; void AHalfDeadCharacter::SetFirstPerson(AHalfDeadCharacter* Player1) { if (Player1->IsDefaultCamera == false) { Player1->SetActorRotation(FRotator(0.f, Player1->FirstPersonCamera->GetComponentRotation().Yaw, Player1->GetActorRotation().Roll)); if (Player1->HasAuthority() == false) { Server_SetFirstPerson(Player1); } } } void AHalfDeadCharacter::Server_SetFirstPerson_Implementation(AHalfDeadCharacter* Player) { Player->SetActorRotation(FRotator(0.f, Player->FirstPersonCamera->GetComponentRotation().Yaw, Player->GetActorRotation().Roll)); UE_LOG(LogTemp, Warning, TEXT(“Client”)); UE_LOG(LogTemp, Warning, TEXT(“Client”)); } […]

Server replication

void SetFirstPerson(AHalfDeadCharacter* Player); UFUNCTION(Server, Reliable, WithValidation) void Server_SetFirstPerson(AHalfDeadCharacter* Player); bool Server_SetFirstPerson_Validate(AHalfDeadCharacter* Player); void Server_SetFirstPerson_Implementation(AHalfDeadCharacter* Player); virtual void Tick(float DeltaTime) override; void AHalfDeadCharacter::SetFirstPerson(AHalfDeadCharacter* Player1) { if (Player1->IsDefaultCamera == false) { Player1->SetActorRotation(FRotator(0.f, Player1->FirstPersonCamera->GetComponentRotation().Yaw, Player1->GetActorRotation().Roll)); if (Player1->HasAuthority() == false) { Server_SetFirstPerson(Player1); } } } void AHalfDeadCharacter::Server_SetFirstPerson_Implementation(AHalfDeadCharacter* Player) { Player->SetActorRotation(FRotator(0.f, Player->FirstPersonCamera->GetComponentRotation().Yaw, Player->GetActorRotation().Roll)); UE_LOG(LogTemp, Warning, TEXT(“Client”)); UE_LOG(LogTemp, Warning, TEXT(“Client”)); } […]