Possessing Pawn Multiplayer
Hey, So Im trying to possess a pawn in multiplayer, Client 1 is calling the possess node through a "run on server" custom event, but it does not possess the pawn until I go onto the server and run the possess node directly from there,,, I have no clue as to why it doesnt work, All help is appreciated thanks!!
asked Jan 06 '17 at 02:58 AM in Blueprint Scripting
This is wrong because Player Array is returning player states that are in different order for everyone. What you need to do is when you call your custom event on client, you need to pass the controller as a parameter. Even better solution is to have all your Run on Server functions in your PlayerController, since it has an owning client, and server can understand who did the remote call.
answered Jan 06 '17 at 08:41 AM
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