|15th Nov 2004, 11:03 AM||#1|
Join Date: Nov. 15th, 2004
[UT2K4 Replication] Objects as parameters in replicated functions
Once again a question about replication... I've read several replication docs out there but I still find it difficult to get from the theory to a working application. I was hoping someone could enlighten me by pointing out my mistakes and perhaps provide or point me to a working or similair example.
The situation: I've some code in which players can form teams. A player can send an 'invite' to another player. The other player can either accept or decline the invitation. Upon accepting the invitation, the other invitee is added to the team object of the inviter. Everything works up to the point where the sever is to tell the invitee what his new team looks like. The latter is displayed in the HUD. I've tried this using function which more or less looks like this:
This function is called from a pawn which is the baseclass of the pawn used by the playercontroller. When add some logs to the application, I get the following output:
[server] setTeam( package Base.Team );
[client] setTeam( none );
Because of this I concluded it's not possible to call client methods with objects as parameters. Is this correct and could someone explain why the team object 'disappears' ?