Pathfinding doesn't work in a networked game

So, using the top down template, I cannot get this to work. Making SetNewMoveDestination an RPC that is executed on the server has two problems;

  1. The player does not rotate on the client who owns the controller. That’s all, ONLY on the client that owns the controller IF they’re not the server. That means if you have 3 clients running, one client’s pawn looks perfectly fine to another.
  2. The player slows down and starts jumping erratically towards it’s destination on ALL players.

Why does this happen? I’m using SimpleMoveToLocation which uses the controller extensively for some reason. This looks like it might be the problem, however I have no idea how to do path finding without it.

There have been few posts on this issue:

https://answers.unrealengine.com/questions/39576/pathfinding-of-a-pawn-of-a-player-controller-in-a.html

This is from May last year, and this is still an issue.

If SimpleMoveToLocation isn’t meant for networking, then how is this meant to be done without controlling the character through an AIController? Finding documentation on Networking, path finding or C++ in unreal is difficult enough. Finding documentation on all those together is near impossible.

If SimpleMoveToLocation isn’t meant for networking, then how is this meant to be done without controlling the character through an AIController?

Currently having an AIController is the only way to have any kind of pathfinding in networking environment. But we’re looking into ways of addressing it, primarily by allowing for client-side navmesh (this already works on master branch!) and making client-side pathfollowing talk to server movement code.

Cheers,

–mieszko

Okay, thanks for the answer. Is there any resources you know of that will explain how to set up pathfinding using an AIController?

Have you find how to set up pathfinding?

I’m interested in this as well.

Any news on this, 6 years later?