Possessing a pawn with 2nd player
Hey! I'm messing around a little bit with the editor and I stumbled upon a problem. I made a simple pawn blueprint (derived from a c++ class which is derived from the pawn class) that I'm trying to possess with 2 players. I set the number of players to 2 in the editor and then in the pawn details I set auto possess to player 0 for the 1st pawn object and player 1 for the 2nd. The thing is that it works perfectly fine for the server player but not for the client. I think I'm missing something very basic here but can't seem to find the answer to my problem anywhere (most of the questions revolve around some complicated blueprint structures). On the attached image you can see the view from both players.
asked Jun 10 '18 at 07:46 PM in Using UE4
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