Multicast RPC Not Firing On Client

So as far as I know I’m doing everything right but idk…this is odd

Here’s my Declaration

UFUNCTION(NetMulticast, Reliable)
	void MulticastRPCFunction();

And Here is my Implementation

void AMyBox::MulticastRPCFunction_Implementation()
	if (HasAuthority())
		GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, TEXT("Server: MulticastRPC"));
		GetWorld()->GetTimerManager().SetTimer(TestTimer,this, &AMyBox::MulticastRPCFunction_Implementation, 2.0f, false);
		GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("Client: MulticastRPC"));

The Timer is also firing from begin play…It just simply isn’t firing from the Client for some reason, any clue? I tried deleting the save, intermediate, and binary folders and re-generating project files and then compiling again but that didn’t help this time.

Listen Server with 2

If I make it Blueprint Callable and call it from the level editor on the Server then it seems to fire correctly. Just that it doesn’t seem to fire on the clients like it’s supposed to when called from C++ for some reason.

So…yeah…I got confused and called the _implementation…lol

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