Client pawn will not receive input
I am currently testing a game where a listen server is host to one client. The server hosts a lobby that the client joins, then they travel to a level. Each player spawns a character that is automatically possessed.
The server's pawn moves happily about on the server, and this is replicated perfectly to the client. The client's pawn does not move at all on either client or server. A print string has shown that the client's pawn does receive movement on the left-stick of the gamepad, it just doesn't translate into anything when this is plugged into an "Add Movement Input" node.
Here is a list of things that I have tried:
I'm really stuck at what to do next. This pawn is a refactored asset that is based on a less-efficient but perfectly functional pawn I was using previously.
This issue seemed to appear once I had overridden the "Ready to Start Match" function in the game mode. Perhaps it is something to do with me doing that incorrectly.
Any suggestions or questions about this situation would be much appreciated. I'm ready to post screenshots of things that people would like to see; but as I mentioned a lot of things I didn't want to flood the post with possibly irrelevant screenshots.
Thanks very much for your time!
Edit 1: I have since deleted the overridden "Ready to Start Match" function in the game mode to test my theory. The client player still cannot move in builds of the game.
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