Hi. I’ve recently started learning Networking with blueprints and have setup a basic Advanced Sessions host/join menu that works perfectly.
However I seem to have an odd issue I’ve never faced before. For my project, I have 2 levels - MainMenu and Level1.
From the World Settings, I’ve setup different GameModes and PlayerControllers for each level. Default Pawn is set to ThirdPersonCharacter. When I host game on my server and join as client, the client does not possess the default pawn. It starts using the DefaultPawn class. I have setup different PlayerStart’s.
What can this issue be about? Here is a quick video demonstrating the issue:
To combat this, I tried setting the Default Pawn Class on Level1 to None and getting connected player(s) controller(s) from the GameMode - Event OnPostLogin, then spawning actor + possessing for each controller. However that seems to break something because then the default animations of the ThirdPersonCharacter gets played in a faster rate. Here is a video of that as well, I also show the code on my Level1 GameMode and PlayerController:
Hope someone can help me out. This sub does not look really promising ngl! But I’m sure someone can understand this issue here and guide me to the right path. I just started Multiplayer and it’s really tough when you are especially solo. Appreciate ANY help!