PlayerState or playerController?
So Im doing a smal mmorpg. What is the main difference between playerController and playerState? I ask because before I keep going, I have a feeling something's wrong.
Example .- if i run 2 clients on a dedicated server [option clicked] the only way the clients can "access" the keyboard input is if I make a custom event and tell the server this, then multicast it.. after that my player can run.. otherwise it wont because it doesnt get the input
Also I stored all my variables [health, mp, stamina, minDamage, maxDamage, etc] on my playerController... I actually never used playerState.
short story long: i basically need to send a custom event to the server and then multicast it (almost always) so every player can get updated (for example, the health, mana, etc)
What would you recommend?
asked Feb 11 '16 at 01:45 AM in Blueprint Scripting
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