I dont know how to use Possess node from any remote client, even stupid stuff like thatdoesnt work.
In my experience when working with networked multiplayer it is best to handle all of the player controllers, spawning, and possession in gamemode. I am currently working on a game where I have handled my possession in game mode. I’ll attach blueprint photos as soon as I can and maybe that will help you out.
Yes, please
Guys, need help, seems like i’m not the only one who doesn’t understand those “run on server” behavior for Possess node
https://answers.unrealengine.com/questions/242015/problem-with-possessing-pawns.html
from a controller
from a level blueprint which is doesnt work
from level blueprint with casting to controller(pic1) which does work
can someone explain why pic #2 doesnt work?
Level BluePrint cant replicate. An Actor with “Replicates” in Details can do this.
Guys I Have Answer
Make Sure That You run This Code On MeltiCast Also Or else it Will Give you SOme Bugs
Hi @AnkitJingala,
I’m new to UE 5.4.4, self-studying during 1 month. I’m struggling to make my player B_Hero_ShooterMannequin to possess an OffroadCar_Pawn.
It works on the server and player possess and control imputs for the vehicle, but does not work in the Client. I tried to follow your instructions, but I’m probably doing something wrongly because is not working. Please check my Event Graphs:
B_Hero_ShooterMannequin
OffroadCar_Pawn
I would really appreciate any help from you or other guys in this forum.
Thanks in advance!
Plus Run On Server does not work, only Run On owning Client works to continue the workflow.