#Replicated sub-object implementing FTickableGameObject does not tick when it is AutonomousProxy

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wheat rock
#

Hi, I have a replicated subobject that implements FTickableGameObject.
I followd this post to implement it. I can see that it replicates fine. Can confirm that I can call RPCs and replicate properties on it.

However only the server gets its tick function registered and is ticking, the client side AutonomousProxy does not tick when the game is in client mode.
When I run game in standalone or listenserver it also ticks fine. which leads me to think that the object simply does not get a chance to add itself to be ticked.

Can someone please suggest how I can approach this. Is it wrong to add replicated sub-objects at run-time or should I only be adding this in constructors?
Maybe there is something I can tap into manually and add my objects to be ticked when I detect that I am on the Client?

thanks

Epic Games Developer

Learn how to replicate any UObject-derived class and the replicated properties they contain.