How do I allow Server Player to see Client Player Movement?

Referencing the Unreal example project, “Content Examples”, inside the “Network Features” Level, I have spawned one controllable character for each player. This works fine, but while the client can see both his own and the server player’s movement, the server fails to see the client player’s movement. From the server view, the client appears to sit in his initial spot, even though I am moving him client side. From what I can tell, I have everything set up exactly the same as the example, so what am I missing?

Did you follow my 2.5 hour video on youtube or the multiplayer shootout example?

You need to set everything about the mesh to replicate and reliable, that should do it.

Hope this helps
Don’t forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.

I’ve watched a lot of videos and scanned a lot of forums, etc, etc… Maybe you could post a link? I only see a video 1:20:46 in length. No 2.5 hr. I have set everything to replicate, but am still failing to see any client movement.

Nevermind, I found it. I don’t think I’ve seen yours yet, but man is that a lot to watch for one little answer. I already have all the networking set up, hosting and joining and spawning pawns. I’ll go ahead an skim through it anyway, maybe I’ll stumble across something I missed. I assume that someone with experience could give a simple, straightforward answer, but I’m slowly learning that this isn’t the case with Unreal. Little documentation, no support, and a weak community.