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Client Side Get Controller Returns None

I am creating a networked game based off of the Top Down template to create an RTS style game. When running from the server end, everything works fine and the character moves and is replicated onto both screens. However when I try to move the character on client side it prints a warning saying that the controller is none. I have the Simple Move to Location call Running on the Server, but it seems when I get the Pawn's controller to move him, it returns None for the client and the correct value for the server. Does anyone know why it wouldn't return the same value for client or server?

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asked Feb 27 '15 at 10:54 PM in Blueprint Scripting

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Adam Holcombe
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Server contains all the PlayerControllers, its own plus those who are connected as clients. Each client only contains the playercontrollers connected to IT (usually one for the mouse and keyboard, and any more you explicitly created and might have gamepads hooked up for).

A client can't, as far as I know, be aware of playercontrollers other than its own. If you need a client to talk to other player controllers, I think you have to have it tell the server to pass the message along.

I think a client machine can see other machines' PlayerStates, though(?) Just not other machines' PlayerControllers.

I think. I'm new to the multiplayer thing too.

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answered Jan 22 '18 at 04:46 PM

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