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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;