Locally using a level blueprint.
I'm trying to build a Top Down Shooter game and I want the ceiling of the room where the player is currently in to disappear and I want this to happen locally on all players connected (When player 1 is in Room 1 for him Room 2 will be blocked and when Player 2 is in Room 2 Room 1 for him will be blocked and this is happening simultaneously). What I'm currently experiencing is the map/level changes to all the players connected. Is there a way to achieve what I am saying? Thanks in advance to everyone.
Two Player Dedicated Server:
It depends how you are doing what you're showing in the images. How are you triggering the change? I assume it's a trigger that detects the player pawn/character entering a trigger? If so, then it makes sense that it would change on both players because player movement is replicated on all clients, and so even on player 2's screen, his version of the trigger still detects that a player has entered the trigger.
It's been a while since I did online stuff with UE4, but logically what you would have to do is check whether the character that entered the trigger is locally controlled (meaning it's not the other player) before triggering the rest of your functionality.
You could do this either by checking that the character that entered the trigger is the same as the local player character, or by checking that the character's controller is the local controller (they should both give the same results, but the controller method is probably more robust).
answered Jan 13 '17 at 04:57 PM
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