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?