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How to assign a Player Controller to Client? C++

Maybe this is a silly question, but I can't find a single line of documentation or help on this subject. The tutorial I followed used a third-person setup, so it automatically spawned a second player for them on the Client, which worked fine for the tutorial, but they never explained how to assign a custom character to the client. I have a custom pawn which assigns it's control over Player0, like so:

AutoPossessPlayer = EAutoReceiveInput::Player0;

As long as the pawn is in the scene, this works perfectly on the server side, but no matter what I try, the client just creates some kind of empty actor that is basically a duplicate of the editor controller (Right click to look around, WASD to move, etc..). How do I make my client possess a second pawn, just like the one on the server side?

Product Version: UE 4.8
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asked Aug 14 '15 at 08:39 PM in C++ Programming

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Jasper_Moore
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You can have a controller posses any pawn by calling the Possess(NewPawn) function. It will automatically UnPossess the previous pawn if one was set.

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answered Aug 14 '15 at 09:18 PM

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joeGraf STAFF
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avatar image Jasper_Moore Aug 17 '15 at 02:28 PM

Thanks for your answer. I'm still not sure how to access my pawn as the variable in that function, though. My class is the pawn, so do I need another class to spawn them into the world and assign them? In the tutorial I followed, we never explicitly assigned a controller/pawn/character, we just added an example function at the bottom of the existing third-person character class, but if I make the "number of players" 2 or 3, etc.. It automatically spawns more of that class for each window. How does this happen without directly assigning them?

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