Copilot Mode: N* Players, 1 Pawn, Multiple Controller Mappings

Hi Yata,

Thank you for your recommendations. My goal is to support both local and networked copilot and I think the Proxy Pawn will work great. I just need to work out the assignment of the Proxy Pawns to the Character’s movement component. I visualize a input mapper component of some sort between proxy pawns and character to handle it. It will require some R & D. Soon as I get character customization replication functioning properly, I start up some testing.

Thanks Again!