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Get Client's playercontroller index


first and foremost sorry for all the questions I post lately, but since almost no one could help me so far, I'm doing baby steps here.

I am this close to my personal breakthrough and I guess I only have one question left.

How can I get the specific playercontroller index of the client which is currently active (Think dedicated server checkbox checked and clients set to 3 e.g.)

I have some logic, which involves possessing, but in order to that to function, I need my "self" index in blueprints when I am this or that client.

I hope I chose clear words :D




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asked Oct 30 '14 at 11:00 PM in Blueprint Scripting

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Keep in mind that playercontrollers represent players who exist on that machine. for the client if you have only one player (more if splitscreen) then that one player will always be index 0.

On the server, all the connected clients exist, so then there will be more player indexes.

Do if you find self player index on client, it will probably be 0 no matter what. if you find self player index on the server, theb it will be a specific number.

if client has a higher player index then that's another loval controller on the client machine. does not tell you which index it is on the server.

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answered Jan 21 '18 at 04:53 PM

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