[HELP] Why Character UnPosses Networking!?!?
I Last followed the Blueprint Multiplayer | v4.11 | Unreal Engine Tutorial. It did go well , i was able to nearly understand everything and i had copied everything of his code.
But then i discovered a problem and it didn't happen on his project. So i knew i screwed up. I figured out when and where the problem occurs and i search for that part and watched the parts again and again. But i couldn't see something different on my project and i kinda gave up.
The problem is really big i can't go further with my project if i haven't fixed this. I last wanted to try and ask help from u guys
I recorded a video where you can see the problem clearly. Please watch the video, it's short and please let me know if you know what can solve this issue or what my mistake is.
Another way you can help me is by uploading a version of the project if you also followed it. So i can look up and see what i did wrong more easy. Following the series again is just too much.
asked Jan 02 '18 at 03:16 AM in Blueprint Scripting
If I recall correctly the issue happens because of the pawn auto possess option. When the second player connect it is told to auto possess the already spawned in character that the first player currently use. When possess is called on an already possessed pawn it gets unpossessed.
Simply turn off auto possess or remove all pawns placed in the level so a new one gets spawned for every new player.
Hey there, i had this problem before but i don't remember how i solved it, but afaik the problem only happens in the engine and not on a packaged build. If you right click on the uproject and pick launch game twice to launch 2 windows, see if that happens.
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