The local settings were saved in the previous setup (Character Selection - Lyra Starter Game - #26 by L.F.A), now the server is overriding it.
What does it do on dedicated?
How can I test it in a dedicated server? Sorry, multiplayer is a new frontier to me lol
Run in Client Net Mode, instead of Standalone or Listen. Run it in PIE.
Perhaps this is something that you can help me with. I noticed this before, but I ended up ignoring it. Even if I change my settings to Client and 2 players, I always get Standalone settings in both windows. What am I missing here?
Doing this way will always work, but never works in a packaged game in two computers.
This gave me some interesting results running on listen server on net - i get to spawn selected characters correct and the bots spawn to the class that is assigned in add character parts, gonna try to see if it works on packaged game.
Good, you duplicated get game instance nodes, perhaps that is what I was missing. I am testing it too. Thanks.
no luck for me same issue.
We are almost there. Let’s see if @dromo can help us out.
interesting how the bots do keep the class assigned where it is something i would like to keep to randomize bot players , but for this client issue is really beyond me, the server always overwrites the clients setting.
That would be great.
Perhaps it will never work without packaging as ‘Lyra Client’. For that, I guess we should be using UE5 built from the source.
I am using UE5 source, but good point i’ll try packaging Lyra Client and Lyra server to test.
BTW can you please help me to setup proper Play as Client mode? I always get standalone settings.
Great, looking forward to seeing your results.
this is the setup but just like you mentioned the PIE windows still always say stand alone for me as well, wonder if it’s a bug in UE5 cause in UE4 would say server and client.
Can be a bug, indeed, but I haven’t seen any mentions to this.
Another hint, Add Character Part is authority only. Not sure if a client controller can ever run this component. That is why I still believe the change should be requested by the player after event possess. Again, something is missing.
This is where it gets tricky for me in my multiplayer journeys here is where its hard to understand about how to have a client request to server then server updates all players.
still haven’t gotten my chops up on this hole process yet.