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Client's pawn movement/input not being send to host/server

My client's pawn movement/input is not being send to the host/server. On the client's window the client's pawn and the host's pawn both can move. On the host's window only the host's pawn can move.

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asked Mar 22 '15 at 08:41 PM in Using UE4

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Zeldhoron
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2 answers: sort voted first

Hi Zeldhoron,

Is your pawn using a CharacterMovementComponent? This is how the character in many of the project templates sends its movement to the server, and it has a lot of built-in functionality to handle movement over a network, such as prediction and correction - so it's a good place to start if it fits the needs of your project.

For a client to send data to the server, it has to call a Run on Server event (or a Server RPC in C++). The CharacterMovementComponent has implemented RPCs in C++ to handle sending the client's movement to the server, and for the server to send corrections to the client.

If you're not using a movement component that supports networking, you'll probably need to add some custom Run on Server events to send the client's movement to the server.

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answered Mar 23 '15 at 08:51 PM

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Ryan Gerleve STAFF
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avatar image The Cheese Dragon May 15 '15 at 10:09 PM

I have tried using a custom event with "run on server" set but any client axis input is dis regarded...

avatar image OVIE Jun 02 '15 at 03:25 PM

I am currently having this issue too. Client input is being disregarded/not being sent to the pawn.

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This is my setup and it seems to work for now, but i think that this is pretty bad workaround :P http://i.imgur.com/2qYazTZ.png

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answered Jul 06 '15 at 07:28 PM

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GregFTW
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