Networking server call from unauthenticated client#
HasNetOwner
GetNetOwner
GetNetConnection
GetNetOwningPlayer
https://udn.unrealengine.com/questions/192402/rmi-on-non-controlled-actors.html
Functions To Override#
These are the functions to change client vs server networking checks:
- AActor::GetFunctionCallspace
- UObject::ProcessEvent
- UNetDriver::ProcessRemoteFunction
- UObject::CallRemoteFunction
Look at GameplayAbility.cpp & GameplayDebugger:
- You can also turn on LogNet verbose logging and follow the output messages when you try to call a non- owned object server function
Other useful functions:
- virtual void PostNetReceive() override;