Lock clients to server pawns position and rotation?

I’m trying to create a UE4 setup for a Cave 2 environment (it’s basically a wall of monitors run by many networked computers). I’ve done the blueprint networking tutes (they’re really good) but they seem to be focused on non player objects.

I’d like to get the client pawns to synchronise their location and rotation to the servers pawn, but I’m not sure where to start. Any suggestions?

I don’t mind doing it in Blueprints, but if there was any way to find out how to do it in C++ that would be even better :slight_smile: