I am trying to make a simple game where one player hold the other on there shoulders the “Mover” (the one holding the other) can only move and look and the one on the “Movers” shoulders can only Look Around.
Hey there @ClayBob! Welcome to the community! From a high level, it’s going to be dependent on your use case. Is this local only or online multiplayer? Are the actors separate or do you want it as one character controller?
i have a Networked game and I’m trying to make it where one player is on top of another players shoulders. the bottom player can move and the top player can look around but is attached at the shoulders on the “Mover” so he can’t move just look around. And his location is tied to wherever the mover goes. (like a dad holding his child on there shoulders)
I tried maybe making 2 Actors and attaching them using the “attach actor to actor” node and “possessing” player 1 to the bottom And player 2 to the top and implementing movement there but i have read that the problem with using an actor to “possess” as a character is that in a networked game all the replicating features are in the character movement component of the player Character.
my main goal is just to attach 2 players together and have it replicated.
how would you go about doing this? Can i attach a player character to another player character? and if there was a way to attach 2 players like that, How would you spawn them in at the same player start? cause i would want the 2 players to choose which one they would be when spawning in.
sorry for so many questions i just cant find anything online for my situation. and i’m new
Just shooting from the hip here and offering a quick gut feeling… But what you’re trying to do may actually be quite glitchy. I mean you can try it. Try attaching one player to another and see with simulated packet lag how does it look… Is there rubber banding due to 2 different CMC prediction systems fighting each other and so on…
Here’s a different suggestion: Try to buy a multiplayer pack where players enter vehicles. As any solution for that might already solve this problem without any possible glitches. But what if you don’t want to run with that option… Another thing to try maybe is this… Don’t attach two players at all…
Hide / disable-collision / block-inputs on the second-player, but keep or cache their inputs and make interface calls to the first-player to do whatever that player has to do (like shoot or look around or whatever). So just use a temp skelmesh for the second-player and attach that to the first-player plus a camera for looking around and so on. Will this work??? Who knows… Maybe… Like anything with UE you have to just prototype or try things out and see what works in practice.
two controllers talking to the server
just look at input, don’t route anything directly to the char
inputs from each controller fires events X, Y, or Z on the server
map the events to the control of the pawn on the server
updates are repped back to the clients
one controller to one pawn, yes, but there’s no reason you cannot add-movement or whatnote off other events(?). even from other controllers?