I have a volume in my multiplayer game that kills and respawns the player when they overlap with it. This all works when I test my game in the editor (on both the client and server). However, when I test this on a remote client the client’s movement is disabled but doesn’t respawn.
Here’s my respawn code:
if (World)
{
ATeamsGameMode* GameMode = Cast<ATeamsGameMode>(World->GetAuthGameMode());
if (GameMode)
{
GameMode->RequestRespawn(this, Controller);
}
}