PIE Multiplayer Dedicated Server replication problems

Hello,

I’m testing my multiplayer game in the editor, using the “Dedicated Server” option. When I test with just one client, things work as expected. Whenever I test with more than one client, however, I see weird behavior.

Here’s a video of the behavior: UE4 PIE Dedicated Server Replication Problems - YouTube

Things that are not working as expected when using more than one client:
-The CameraRigRail, and its CineCameraActor, do move along the side of the track as they should. And the camera’s rotation goes haywire.
-The actual player characters do not move. The bots move, but the actual clients do not. I’ve put the movement code inside of the character’s Tick method, and it’s using AddMovementInput(as you can see at the end of the video). The bots and the actual players are using the same character.

Any ideas on why this is happening?

Can you show with screenshots some of your blueprint logic?

It’s not in blueprints. It’s in C++

It’s being caused by a Level Sequence. I’m triggering a level sequence in the level blueprint’s BeginPlay event. After the level sequence is over, the player controllers are being destroyed on the client, for some reason.

This was due to my player controller having a Multicast UFUNCTION.