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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?


Product Version: UE 4.10
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asked Feb 11 '16 at 01:45 AM in Blueprint Scripting

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