[BUG] Possessing freshly spawned pawns doesn't work for clients
Platform: OS X & Win
When you try to possess a freshly spawned pawn the possess will happen but it leaves the client in a broken state in which input doesn't work for that character.
Notice that this only happens on clients, so after opening the project make sure you check run dedicated server.
Case A) Call Possess on fresh spawned pawn without calling unpossess in previous frame
For this situation to work, you need to call Unpossess in a frame before Possess is called. If you open CaseAPlayerController and connect the Unpossess node at the end of KillCharacter, possessing will work fine, but if you call Unpossess in the same frame where you are possessing the new character (inside Respawn) it will not work either.
Case B) Spawn character before trying to possess it
In this case we aren't even calling unpossess. So it seems that possessing will only work for clients if:
If you have any questions, please let me know.
I was able to reproduce this and have entered a bug report, UE-13065 to be assessed by the development staff.
answered Mar 31 '15 at 04:03 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here