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What is the network difference between a character and a pawn ?


I did 2 things

  1. I created a new game with a character blueprint then put 2 playerstarts and press play with 1 client and 1 server. result => each player can move in the envirnoment and each player can see the other moving.

  2. I did exactly the same. But I did not make a character blueprint, but a pawn blueprint (with a rotating movement). result => only the server can see the client player moving.

What is the difference between theses classes in terms of networking ?

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asked Jul 30 '14 at 05:35 PM in Blueprint Scripting

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Welcome to Pawn Networking. Okay, Open up the engine, and look at the ACharacter class. It is network enabled, so is the AVehicle class. Epic has made sure that client prediction, server stuff is done, so you don't have to do it.

However, the Pawn class is not network enabled, meaning you need to do some work. Remember, Epic is a game engine that they use, so Pawn isn't relevant to their commercial games.

So you need to tell the server that the pawn is moving. So in the blue print class, you will check if you own the Pawn. If you do, then you will tell all clients, that I am spinning. That way the Pawn is replicated by default and will spawn on all clients. Because the server said so.

Remember, the Server is the man.

Hope this is helpful, if not, ask questions.

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answered Mar 29 '16 at 06:33 PM

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