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PlayerController, Possess, Replication


I try to move the player specifics stuff to my PlayerController, but I have some trouble.

After possessing a pawn, I should be able to add and initialize a widget (through a blueprint call) and set a camera.

First, I tried this:

 void AMyPlayerController::Possess(APawn* aPawn)
     FollowCamera->AttachTo(OwnedShCharacter->GetCameraBoom(), USpringArmComponent::SocketName);
     FollowCamera->bUsePawnControlRotation = false;

(OwnedShCharacter is initialized at BeginPlayingState(), which is called before APlayerController::Possess() ends.)

But the client will never run the Possess function at all. I also tried BeginPlayingState(). It did not have a valid character reference there.

I could not find a function which would be called on client after the effect of the Possession is replicated - it has to have a valid reference to the character in order to setup things. Is there any function like that?

Thanks for reading,


Product Version: UE 4.8
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asked Jun 17 '15 at 10:37 PM in C++ Programming

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1 answer: sort voted first

Call it manually. Create PC function like APlayerController::Client_Possess with UFUNCTION(Client) flag and call it inside Possess func on server.

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answered Jun 18 '15 at 04:51 AM

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avatar image Elathan Jun 18 '15 at 05:52 AM

Thanks for the answer!

Unfortunately it will be called before the result of the possessing is replicated to the client - I don't know why, but GetPawn() still doesn't give a good result on client side :(

avatar image Detech Jun 18 '15 at 08:57 AM
avatar image Elathan Jun 18 '15 at 05:06 PM

Thanks, it worked :)

However I also had to set bAutoManageActiveCameraTarget to false in the constructor of my PlayerController, cause otherwise SetViewTarget() was called on the local controller after OnRep_Pawn() (with the possessed pawn).

Both the camera and the widget works now on both server and client side.

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