Posses a pawn as a client on dedicated server
How do I posses a pawn as a client human controller when connected to a dedicated sever? My setup works in single player and on a hosting player but as I understand my RPC calls don't work in a dedicated server environment because the pawns are owned by the server. How are you supposed to create enter-able vehicles that are owned by the server?
asked Sep 02 '14 at 06:56 PM in Blueprint Scripting
You can have server function call from Player Controller to Posses the vehicle.
This is my set up, you can do something similar to the way i do to switch vehicle, but right now it got error when exit the car.
answered Sep 03 '14 at 07:07 AM
Well I managed to make some progress but things are still not quite there, my characters are able to enter/exit the vehicles but the vehicle movement doesn't seem to be replicated to the other client despite the server actually carrying out the movement operations. If I make the players swap vehicles after having moved them the true(server) location suddenly updates on the client. WTF?!?!
If I set the vehicle as the default player pawn in a custom game-mode everything works perfectly which suggests there is still something wrong with the way I'm doing the possession.
answered Oct 08 '14 at 11:41 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here