I am having trouble moving a character on a client system in a networked game environment. I am pretty sure I am not implementing something, but I am not sure what. Before I resort to simply copying all of the ShooterGame example code, I would like to try to understand what is happening. The host game log eventually gives a message that “owner” and “player state” has been unmapped for longer than usual, but before connecting the client using "open " the character was controllable on the client.
Notes
I have successfully connected to the host and both characters are visible on both machines.
Only the host system character is moveable. (On the client’s character does not respond to the mouse clicks.)
The same thing happens if the client and host are on the same system.
Background:
My goal is to have two characters on a map being controlled by two players on different systems. I have started with the top down template. I start the host game from the command line as a listen server.
I am not sure entirely what would be wrong and without much code it is difficult to give an exact answer, but I found that my client character couldn’t be controlled but my host could if I was missing :
Thank you, that did help! The character now moves, but not entirely correctly yet. I believe the initialization/replication of all the required data is not happening properly. I am trying to find some info, but it is still quite sparse.
I have found a UE3 document and it seems the info is mostly applicable. I don’t quite understand yet how the client predicts movement while waiting for confirmation from the server. I am not sure if this happens automatically or if I am supposed to add this myself. Anyway, will get there!