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?
asked Aug 14 '15 at 08:39 PM in C++ Programming
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.
answered Aug 14 '15 at 09:18 PM
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