#ExecuteGameplayCueOnActor(Burst) not replicating to clients

1 messages · Page 1 of 1 (latest)

lilac osprey
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Ah alright, I thought you didn't know about building through Rider, sorry!

kind shuttle
lilac osprey
kind shuttle
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Thought I was just getting punked by rider

lilac osprey
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I'm also a bit confused now 😅 And if you breakpoint in the BP, it hits the breakpoint I assume

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Since it's firing on the server

kind shuttle
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now I'm glad I'm not just going crazy haha

lilac osprey
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Also, just to be sure, if you set a breakpoint on the BeginPlay of a base class like AActor, it breaks, right?

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So you know you're debugging correctly and it's that method that is not being fired

kind shuttle
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yeah it's breakpointing in beginplay on AActor

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honestly this may be a deeper issue than just this gameplay cue. Im noticing now our replicated CombatSet is not actually replicating to the client... I appreciate the help but I'm probably going to have to dig into this project's multiplayer setup

lilac osprey
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Yeah, I'd say that's a good starting point. Also, if that's not breakpointing in C++ might also be that we're debugging the wrong C++ function, but that would be weird since that's the only implementation of that function I found in the code

kind shuttle
lilac osprey
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Yeah, at this point seems difficult to give more pointers. Let me know if you find anything then

kind shuttle
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will do 🫡 thank you anyways

kind shuttle
# lilac osprey Yeah, at this point seems difficult to give more pointers. Let me know if you fi...

Figured it out, the prediction key needed invalidating on the client and that solved as it lost track of actions but this was a symptom not the reason it was happening. Had to dive into why it was happening and turned out we were doing some assumptions and weird logic with the new TargetingSubsystem and how we were implementing that into our GA's. Hard to explain but there was very weird logic happening there, I can see why this issue wasn't expected behaviour haha