I saw that I couldn’t use the NavSys on the client so I made a SetNewMoveDestinationServer function.
The SetNewMoveDestinationServer_Implementation will call SetNewMoveDestination to move the character, SUCCESS !
But… now the client character is as slow as possible. I don’t understand how and why. I mean it moves on the client and the server perfectly and it has all the animations but it moves at minspeed.
Hard to tell. This should not be happening so it’s either a bug in movement code that we haven’t encountered yet, or it’s related to your SetNewMoveDestinationServer_Implementation. If you could share a stripped-down version of your project we could have a look and be more helpful.
Anyone ? For now I update the velocity each time the pawn is moved by the navsys :
Pawn->GetMovementComponent()->Velocity = Pawn->GetMovementComponent()->Velocity * 10;
I’ve used up some time trying to build a repro-project from what you posted just to find out it’s not all that’s required. If you want us to look at it please share a complete (even though if a stripped-down) version of your project.
This is a stripped down old version of my project.
You will see the Pawn->GetMovementComponent()->Velocity = Pawn->GetMovementComponent()->Velocity * 10; to “fix temporarily” the issue in the charactercontroller.
I had to remove the map file to be able upload it. The map/level file is only a square with some rocks that have collision. link text