I’m currently experiencing an odd issue with multiplayer replication where my server can move although the clients can not. I have found an odd way of getting around the issue although it’s not really ideal. Just trying to see if I could get some help with sorting out the root of this issue?
HomagePlayer.h
// Called when the character changes controller or gets a new one
virtual void PossessedBy(AController* NewController);
HomagePlayer.cpp
void AHomagePlayer::PossessedBy(AController* NewController)
{
// Assign the new controller
Controller = NewController;
}
If I go ahead and change the override type in the PossessedBy function to:
APlayerController* NewController
Instead of the current AController type the clients are able to move and everything is replicated as I would expect, although the compiler spits out quite a few errors due to the change in type (but still compiles).
Any suggestions on what the best course of action is here?