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Networking server call from unauthenticated client#

HasNetOwner GetNetOwner GetNetConnection GetNetOwningPlayer

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;

Last update: November 14, 2019