Ok, so when you’re dealing with networking, things can get pretty complicated, but it’s not too bad. There’s actually 2 parts to this.
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The character’s color is based on its mesh component’s material, which is inside the Character blueprint.
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Both the server and client are using the same ThirdPersonCharacter blueprint, so in order for you to change the color of one of them, you need to have 1 of the “players” use a different character blueprint that has a different material on the mesh. In that tutorial, he’s not using a dedicated server, so by default, the server is Player 0 and the first client is Player 1.
To deal with both of these things, you’ll have to do the following:
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First you need to create a new character blueprint (you can just duplicate the template BP and give it a new name, like Character2_BP).
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Go into the mesh component of the new Character BP and assign it a new material with a different color (again, you can just duplicate the material and give it a new name and a new color).
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Place the Character2_BP somewhere in the level, wherever you want Player 1 (Client) to spawn.
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Use your level blueprint to get Player 1 to possess the Character2_BP on begin play. You can do that with a level bluperint that looks like this:
Then you should be good to go. There is of course more than 1 way to do this, but this is the easiest way I can think of. You could also set the material dynamically, but then you have to deal with replication and stuff, unless you set it on the client side I guess… anyway it can get complicated.
