Hello.
I have been searching all over for this.
We are working on a multiplayer game, where each player with his controller is possessing
a spawned character.
Each time a player does, the server is the one who gets the reference for the playerController so
player possess nothing.
At first I used, getController (at index 0), which of course is not good enough for multiplayer.
Then I tried GetAllActorsOfClass (PawnClass) - which is not replicable, but for some reason is being duplicated
so the server’s player is again getting the reference. (The PawnClass is the one set in the World Settings)
I tried several more ways, using other users posts who asked the same question, but none of the solution seem
to work. Like trying to set a variable in LevelBluePrint of type playerController and trying to set it from playerPawn on BeginPlay but I just can’t seem to get either a reference for the levelBluePrint or the variable itself.
Any help will be highly appreciated. Thanks for having a look.