Disable Input, Enable Mouse Over Events etc. only working on clients

Hey,

i’m disabling movement and enabling Mouse like this

http://puu.sh/aK6Wn/4ae76a4020.jpg

It worked till now. Only clients work with that. If i run a networksession with a player as listen server, he can’t disable his input. Only clients.

I guess it’s a small mistake, but i’m working whole day on it, so im a little braindead by now.

Someone knows why i can’t disable input for server with that?

Hey eXi,

Your Get Player Controller is using a Player Index of 0. If this node is used by each player, they will all access same Player Controller (with that Player Index).

If you want to get Player Controller for current player, you can use Get Controller node, then use that Return Value to Cast to Player Controller.

Hope that helps!

You mean like that?

http://puu.sh/aKuKB/250c9c11ad.jpg

With that it’s not even working for clients.
With “Get Player Controller” node it worked for clients but not for server.
Any other plans? ):

EDIT: Wups, my mistake. Forgot Valid check node.
(: Seems like its working.

Could you explain to me why i need to get controller like this and why i can use “Get Player Character” with index 0 for multiplayer but not “Get Player Controller”?

Ah, and while you are here, i got i weird problem with “Ignore look input” or rest of nodes im using in first picture.

Normaly game shouldnt get any input for Look with this, but if i hold my left mousebutton and pretend to drag something around for a while, camera moves a bit.
Also after i set everything to normal again, i can’t instantly controll my mouse view (look) again. It seems like taking up to 1-5 sec.

Hey eXi,

I set up something similar to what you have in your image, using a FlipFlop on a Key Event, and I’m not seeing that behavior. It’s likely something else that is causing delay and mouse dragging. If you adjust your Blueprint to look like this, just for testing purposes, do these issues still occur?

Hey, sorry i missed your answer while being stucked in some AI working ^.^

When i use your method with single key its not stucking.
I use Event Tick to check every tick if one of my Inventory Windows is open. It’s working but i get this error.
Is IgnoreLookInput only triggered a specific time when triggered by event tick?

EDIT: Ok i fixed it. I made a new Bool named “ChangedInput” and made it false at start.
I made a branch in front of first branch (where your flipflop is) and used “ChangedInput” for it. Everything behind will be called if “ChangedInput” is false.
At end of both lines this boolean gets set to true.
And it will be set false if i change visibility of one of my windows.

So a line will only be called one time and after that it waits till i press a key again. Having event tick executing these two lines all time depending on a boolean like in my topmost picture gives error i told you about.

I dont know if this is normal (: But ok.

Okay, I’m seeing same occasional movement if I use Event Tick on this. It doesn’t seem like that should happen. I’ll check in with developers. Using a Bool check as you’ve described would be a safer way to turn this on and off. Let me know if you run into any other problems with this setup. Thanks!