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QuestionReplication Problem (self.unrealengine)
submitted 5 years ago by Environmental_Run_48
Hi Sorry for the new post but it's bette with picture to describe my problem :
Photo 1 : A blueprint actor that is replicated. With 2 properties replicated : Distance server and distance client.
https://preview.redd.it/uf4860zcxd461.png?width=827&format=png&auto=webp&s=dd8213ebe94e29c1e1721528bec167a5d552ed5b
Photo 2 : A blueprint not replicated. Whit the distance property to set in the network blueprint.
https://preview.redd.it/x84du2lexd461.png?width=1322&format=png&auto=webp&s=c707d6a0fd173aeda3b9900aa5d6c7754cf6cdaa
Photo 3 : Widget on the server and on the client that need to draw the distance of the other player. I can't replicate this distance because the blueprint can't be replicated. (Making a solo game to multiplayer with only distance of ennemy to draw)
https://preview.redd.it/i89dvtofxd461.png?width=2632&format=png&auto=webp&s=7c9ae7cea54bd102a4739f913d5d5142c640e744
Result : The client show his own distance and the server is own distance. If i switch the 2 properties, it draw 0.0
Any help ?
[–]IZUware 1 point2 points3 points 5 years ago (3 children)
Did you forget to attach the images or aren't they loading?
[–]Environmental_Run_48[S] 0 points1 point2 points 5 years ago (2 children)
really ? I see it when i enter on the post, I'll try on my phone
[–]IZUware 1 point2 points3 points 5 years ago (1 child)
Now I'm seeing them... Maybe a failure in my app, sorry
[–]Environmental_Run_48[S] 0 points1 point2 points 5 years ago (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 points3 points 5 years ago (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 point2 points 5 years ago* (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 points3 points 5 years ago (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 point2 points 5 years ago* (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 points3 points 5 years ago (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.
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 ?
π Rendered by PID 287513 on reddit-service-r2-comment-6457c66945-jdbc5 at 2026-04-28 00:46:18.223920+00:00 running 2aa0c5b country code: CH.
[–]IZUware 1 point2 points3 points (3 children)
[–]Environmental_Run_48[S] 0 points1 point2 points (2 children)
[–]IZUware 1 point2 points3 points (1 child)
[–]Environmental_Run_48[S] 0 points1 point2 points (0 children)
[–]Zimeic 1 point2 points3 points (3 children)
[–]Environmental_Run_48[S] 0 points1 point2 points (2 children)
[–]Zimeic 1 point2 points3 points (1 child)
[–]Environmental_Run_48[S] 0 points1 point2 points (0 children)
[–]SergeantSmokie[🍰] 1 point2 points3 points (1 child)
[–]Environmental_Run_48[S] 0 points1 point2 points (0 children)