Add movement input does not work on player pawn when used on serverside
Heya, I noticed that Add movement input-command does nothing if pawn is possessed and you try to use the command on serverside.
Workflow: 1. Create first/third person project, use pawn that comes with it. 2. Go to tick, add "has authority" branch 3. if server -> add movement input and use actors forward vector , use scalar value 1 4. Run dedicated server
Problem: Pawn ignores movement input on tick. This does not happen if you are the server/listener
asked Jul 25 '15 at 05:58 PM in Bug Reports
The Switch Has Authority node will only run the branch from the Authority output if it is the Server. When you run your game as a Dedicated Server, the player-possessed pawns are not run by the Server, so that branch will never fire.
It sounds like you may not be familiar with the Unreal Engine method of network communication, so here's a couple of links that may be helpful:
Hope that helps!
answered Jul 26 '15 at 04:31 PM
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