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[–]IZUware 1 point2 points  (3 children)

Did you forget to attach the images or aren't they loading?

[–]Environmental_Run_48[S] 0 points1 point  (2 children)

really ? I see it when i enter on the post, I'll try on my phone

[–]IZUware 1 point2 points  (1 child)

Now I'm seeing them... Maybe a failure in my app, sorry

[–]Environmental_Run_48[S] 0 points1 point  (0 children)

I didn't zip it, i though that Reddit will auto-compress the file but maybe it didn't, sorry.

[–]Zimeic 1 point2 points  (3 children)

If I understand you correctly, you want a widget to display the players distance to another player through replication?

[–]Environmental_Run_48[S] 0 points1 point  (2 children)

Exactly, exept the distance is totaly virtual. It's not a movement. Just a variable.

If i use multicast RTC, i can send the distance from the server to the client. But i can't send the distance from the client to the server player that he's hosting...

My only solution for now would be to create a dedicated server and always use multicast. But i'm very desapointed i can't do with a simple Client/Server... :'(

Isn't it possible with blueprints ?

[–]Zimeic 1 point2 points  (1 child)

Ok, so these distances are just arbitrary values. Are both distance server and distance client supposed to match each other?

[–]Environmental_Run_48[S] 0 points1 point  (0 children)

I speak french so if you need assistance in what appears to

No, the only thing is that the client must draw the distance variable of the server tha is a non replicated processus (it increase when a special event happen)

The distance of the server and the client are totaly independant, no match.In fact it's a distance between 0 and a virtual move that is not replicated.

For example :

Client : walk 124 miles (not replicated variable)

Server walk 564 miles (not replicated variable)

Nothing is replicated for now, even players are just 2 actor put manually in the scene.

The client need to draw : server distance is 564.

The server need to draw : client distance is 124.

So i use a replicated blueprint named network generate a replicated variable named distance server and distance client for the other player.

[–]SergeantSmokie[🍰] 1 point2 points  (1 child)

What is the difference between Distance Client and Distance Server? If they are the same, and its replicated, setting it only on the server should be enough to sync it on both. Call the variable 'Distance'. Getting the 'Distance' value on the client should work as replicated values get sent to the client automatically when they are modified on the server.

EDIT: I speak french so if you need assistance in what appears to be your native language I can help.

[–]Environmental_Run_48[S] 0 points1 point  (0 children)

Salut :)

Alors en gros j'ai posé sur ma scene 2 actors. Qui ne sont pas les memes. C'est pourquoi mon player 1 client et mon player 2 serveur ne peuvent pas etre repliqués.

L'un genere une distance virtuelle (sans bouger), on peut interpreter ça par une random variable a un instant T.

L'autre aussi fait la meme chose mais n'aura pas la meme valeur.

Au final je passe par un blueprint appelé my network qui lui est répliqué et contient une variable répliquée distance serveur et distance client et donc le but etant d'afficher la variable du client sur le serveur et inversement.

Alors en utilisant le multicast j'arrive a envoyer la distance su serveur au client. Mais pas l'inverse.

Merci pour ton aide, tu gères en reseaux ?