(Full disclosure: I promise I’ve read absolutely everything on here regarding this and watched the Epic tutorials on basic blueprints networking already to no avail.)
When my Floating Pawn player (Default Pawn class) moves on a client, the movement does not replicate to the server nor any other clients. If I’m playing ON the listen server, its player pawn movement does, indeed, replicate to all other clients.
Yes, my pawn actor is checked to replicate/replicate movement/net load.
No, switching the parent from default pawn to character class won’t work for a variety of reasons:
- It breaks the floating pawn movement, even if you try to to add a floating pawn movement component after the fact.
- I don’t need the skeletal mesh hookups or animations, etc.
- The character class seems hard coded against floating pawn movement (even though it exposes variables for any other type of movement! ) It would be a ton of hacking/inefficiency just to strip away the character components just to get it to replicate. And yet, it breaks the floating pawn movement anyway.
SO! My questions are:
How can I get the basic floating pawn of a default pawn class to replicate properly? There has to be a simpler way than stripping the character class.
Replication works natively with the character class, so is there something to enable to get it to also work with basic pawns?
How does any other mesh, or movable non-character actor get replicated if it doesn’t live on the server?
Follow up: It’s totally plausible that I don’t know things and the character class CAN support floating pawn movement component but it’s not as obvious as merely adding the floating pawn movement component like it was for the pawn class. I’d love to hear that someone got it to work!
Thank you ALL in advance!