How can I get Third Person Character to move on Listen Server?

I’ve been trying this for a few versions of the engine, and I am currently testing some very basic multi-player functionality. If I run the Third Person Template project with more than one player, the clients can move, but the listen server does not. It does not seem to respond to any form of input at all. I have looked at various projects but I can’t seem to figure this one out.

Any ideas?

hi, what do you mean the listen server cant move? are you trying some other different setup than just specifying “player amount 2”?

I haven’t made any changes other than start the Third Person Template project up with number of players > 1 that you specify from the play menu on the editor. The client characters can move around, but the server doesn’t move.

Hi! i’ve been experimenting the same problem… any ideas?? have you solved this?? I have made a simple menu to host and join to games in LAN network and it has the same behaviour, the server loses controll and the clients are ok. Tested on different computers joinning a game.

it works right out of the box…im not sure what kind of issue you could be experiencing. 4.11release/source, 4.12release/source, master branch…any version has worked fine

just retested in a new clean c++ third person project (v4.11.2)… same problem u.u

Same problem here on 4.12.3. Anyone been able to fix this?

I haven’t actually resolved this yet, but i’m thinking of implementing my own character spawning to see if that fixes the problem. I was thinking about storing all the connected client player controllers in an array on the server and as soon as the client is connected, spawning a character with the client controller as the owner.

I tried going back to different engine versions and discovered that it also fails (apparently due to the server not having a controller) on 4.11, but works on 4.10 for sample 3rd person games with no changes.

Idk if this helps, but doing some experiments, i moved the character owned by the server with different methods than the built in inputs (like in the Tick function), and it worked… maybe the problem is the input being consumed by other clients and bypassing the client-server