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Tick() not running for clients in network game?

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    Tick() not running for clients in network game?

    The server is spawning a class (that is only relevant to the owner) in my player pawn class, and then setting the owner to the locally controlled player. This is how InvManager is also handled.

    However, what i'm finding is that the tick() in the newly spawned class never runs for the owning player. Only the server that spawned the class.

    Does anyone know the reason why the tick wouldn't run on the client?

    #2
    Only simulated functions/events can be called by client-actors.
    Code:
    simulated function Tick(float DeltaTime)
    Also, the actor might not be relevant to the client's position so it will not call Tick. Check bAlwaysTick and bAlwaysRelevant.

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      #3
      Thanks @RattleSN4K3. I think my tick wasn't simulated...

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