Spiral Stair - Server
This mod works fine in single player mode, but not when I'm in server admin mode. (Linux)
There's no change when clicking the barrier visibility icon, or when switching left-right using the widget ('E').
The logs, however, correctly display the status of the 'ShowRailing' and 'Left-Right' variables.
So it's at the 'Visibility' and 'Set Static Mesh' nodes that it's not working.
I only adapted 'Build_Catwalk_SpiralStairs_270_4M', so that's the only one to look at.
Attached is my code.
https://github.com/Evasion4D/SpiralStairs
GitHub
GitHub - Evasion4D/SpiralStairs
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Solution:Jump to solution
so I think the first step here is to make them not replicated, which means clients should properly try to run them locally when their RepNotify fires
13 Replies
have you watched this video linked on the docs https://www.youtube.com/watch?v=JOJP0CvpB8w
Alex Forsythe
YouTube
Multiplayer in Unreal Engine: How to Understand Network Replication
An overview of the essential concepts for writing multiplayer game code in Unreal, in under 25
minutes or your money back.
Sample project: https://github.com/awforsythe/Repsi/
Patreon: https://patreon.com/alexforsythe
Twitter: https://twitter.com/alexforsythe
00:00 - Introduction
01:24 - Net Mode
03:33 - Replication System Basics
05:13 - Acto...
based on the screenshot you sent I am not sure you understand what needs to happen server side versus client side and what the replication modes you chose do
assuming this is a player interacting with a building, changes to the building's mesh will need to happen both server and client side so collision is updated correctly. and BeginPlay will fire on both clients and servers, but your code has every client asking the server to change the status when the buildings load in, basically - assuming the replication allows it
are these player interactions handled by a widget for the building or the "building on use" feature?
Yes, I looked at it several times.
I used the example as a basis, but it doesn't change the state of a mesh.
Yes I use the widget to change states
What is the "building on use" feature?
it's the system vanilla doors use to pick their mode, but you can't use it easily for the stairs because you have multiple states to modify



OnRep is called on clients when they get the updated value from the server. so the client does not need to be asking the server to change something here - the server should have already finished its work

I am surprised this doesn't say "set with notify" like example mod's does


"Set Railing" and "Set Left Right" should not be replicated functions, they need to be called both on servers and clients
Solution
so I think the first step here is to make them not replicated, which means clients should properly try to run them locally when their RepNotify fires
Oops, sorry, bad image

OK, I try
That's right, everything works, thank you!
