I created a brand new UE C++ project with 3rd person template. The character has a tick function as follows:
#define ROLE_TO_STRING(Value) FindObject<UEnum>(ANY_PACKAGE, TEXT("ENetRole"), true)->GetNameStringByIndex((int32)Value)
void AMyProjectCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
const FString LocalRoleString = ROLE_TO_STRING(GetLocalRole());
const FString RemoteRoleString = ROLE_TO_STRING(GetRemoteRole());
const FString OwnerString = GetOwner() != nullptr ? GetOwner()->GetName() : TEXT("No Owner");
const FString ConnectionString = GetNetConnection() != nullptr ? TEXT("Valid") : TEXT("In-valid");
const FString Values = FString::Printf(
TEXT("Local: %s\nRemote: %s\nOwner: %s\nConnection: %s"),
*LocalRoleString,
*RemoteRoleString,
*OwnerString,
*ConnectionString);
FColor Color = GetNetConnection() != nullptr ? FColor::Green : FColor::Red;
DrawDebugString(GetWorld(), GetActorLocation(), Values, nullptr, Color, 0.f, true);
}
When I play with 2 clients and Net Mode
of Play As Client
, I notice each character has two quickly alternating text as follows.
What causes this issue?
Note: There is no such a problem if I choose Play As Listen Server
.