A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration.
Test project attached.
Reproduced in 4.9.2 binary, 4.10.2 binary, and 4.12 (//UE4/Dev-Main at CL 2846385)
1. Open a new blank project
2. Create a new Player Controller blueprint
3. Create a new Game Mode blueprint
4. Set the Player Controller as default in the Game Mode
5. Set the Game Mode as default for the level
6. Save the level
7. In the Player Controller BP, create a Timeline
8. Set the Timeline to Replicated (inside the Timeline editor)
9. Update > Timeline variable > Get Playback Position > Print String
10. Finished > Print String "Finished"
11. Create a Custom Event that Runs on Server
12. Custom Event > Set Timeline Length (2.0) > Play From Start
[Image Removed]
13. PIE with 2 players
14. On the Client, hit the input key
Result:
The Timeline will play for both Server and Client, but only the Server will fire the Finished output. Server stops it's Update on 2.0, Client stops just a bit after that.
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Networking |
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Affects Versions | 4.9.2, 4.10.2, 4.12, 4.13 |
Created | Jan 28, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |