"Get Pawn Owner" only identifies one player in multiplayer

Hi

I’m having a hard time getting this to work and I’ve done extensive googling so I’m now posting. Here’s my situation:

I have 2 different types of playable characters. They are both very close to one another, so close that I am willing to use the same animation blueprint on both of them. When I “Play” with “Number of Players” = 4, what happens is that the animation blueprint seems to only want to use one of the 4 players for the “Try Get Pawn Owner” call that I have in the animation blueprint.

This, in the level blueprint, is how I hack the different classes into the game after 4 players have joined:

So, the killer and the victim characters are both using the same animation blueprint. The issue is that, my idle/walk/run blend space relies on speed, and the speed is giving me 0 every time because it is for some reason only looking at the instance of the killer. Here is a snipped of my animation blueprint where I’m calling “Get Pawn Owner”:

I know that it says “Cast to character_killer”, but the “Get Display Name → Print String” that’s connected to the original “Try Get Pawn Owner” always prints “character_killer”, no matter which player character I’m trying to move.

I think that I’m missing something key to animation blueprints and that’s why I’m unable to catch this one. I’m still pretty new to UE4. Any help would be greatly appreciated! And if I didn’t explain something well enough, please let me know and I’ll elaborate. Thanks.

Would also like to know

I dunno if you solved this (probably since you posted in January) but your print string is only firing if the cast to killer succeeded, so if your obtained pawn owner was anything but killer it wouldn’t print anything because the cast would fail.