Replicate fixed camera position
For my game I created a fixed camera and decoupled it from the pawn. This all works well until I switch on networked play. The camera is only set on the server but is not replicated to the clients. How do I correctly set up the camera position replication.
Here is a screenshot of my level blueprint. The "setCamera" event is set to multicast.
Thank you very much for your help!
asked Oct 13 '14 at 07:15 AM in Bug Reports
You can try something like this:
The problem is that you're only setting the camera for the Player Controller at index 0, which is usually the server. If your SetCamera Event is set to Multicast, then you can find how many players are in the game (in this case I simply counted the number of instances of MyCharacter there are) and then set each Player Controller to use the same camera.
Hope that helps!
answered Oct 14 '14 at 09:29 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here