Networked multiplayer possess pawn broken?

Seems like the first pawn created cannot be possessed properly in multiplayer for some reason.

To make it not work:

  • Create a new third person template project in 4.11
  • Select two players under the play options
  • First player cannot move
  • Second player can move

To make it work:

  • Create a new third person template project in 4.10
  • Select two players under the play options
  • Both players can move

Let me know if anyone else is getting this as well. Any ideas on how to fix this? At first I thought it was my code but it doesn’t even work in the default template so it must not be my code. For now I’ll just work with 4.10 though.

edit: It also does NOT work in 4.12 either with a fresh install.

edit2: It works if I make blueprint projects in 4.11/4.12 but it does not work if I make C++ projects.

I too have this problem. It appears to also exist in 4.11.2.

I had the same problem but I believe I fixed it. Inside the ThirdPersonCharacter Blueprint, make sure the Auto Possess Player variable is set to Disabled. For some reason, it is Disabled in a Blueprints project but it is set to Player 0 in a C++ project.