Client pawn not getting possessed locally// begin play's not being fired
We have a multiplayer bug which only happens in shipping builds :
When a client has connected, only the server version of it's pawn and controller fires beginplay and it seem like the client pawn isn't possessed correctly(only the replicated client version), because it doesn't jump to the playerpawns camera.
On the server the both the construction scripts, beginplay and other are fired in player pawn, controller, state and the pawn is possessed. The replicated client versions of these on the other hand only fire their construction script, not any begin play events and as mentioned above, the controller possession of the client isn't happening.
This works fine in standalone mode or build for development, but fails in a shipping build.
Anyone has experienced something similar or have any ideas of what it might be?
asked Aug 24 '17 at 04:21 PM in Everything Else
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