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How to network character respawn?

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    How to network character respawn?

    So I have the following Blueprint, which works great single player. I haven't tested it in multiplayer, but I'm going through and fixing everything else in my project to work multi, and I know this part is not going to work properly.

    I'm familiar with BP networking concepts, I'm just wondering which parts need to be split off for the client.

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    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

    #2
    While that looks like it should work, event destroyed should be an event fired by the server, not on the player character. There's a decent write up on the wiki for respawn: https://wiki.unrealengine.com/Bluepr...player_Respawn

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      #3
      That answers what I needed to know quite nicely (passing the controller along).

      Thank you very much
      Storyteller - An immersive VR audiobook player

      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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        #4
        No problem!

        It wasn't until I came to multiplayer respawning that I got the jist of splitting character, from player controller - now it makes a ton of sense. Good luck!

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          #5
          I think I've implemented the respawn correctly but I believe I'm destroying my pawn incorrectly. I've run into an issues where the client's connection is occasionally dropped when destroying the pawn / detaching the player controller. I created an answer hub question here, in case anyone has insight: https://answers.unrealengine.com/que...no-object.html
          Work in Progress: King of Kalimpong
          piinecone.com | youtube | @p11necone

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