How to possess actor with networking

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

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Creat An Verriable On Player Bp Then Cast to Them This Working For Me On Client And Server

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Make Sure That You run This Code On MeltiCast Also Or else it Will Give you SOme Bugs
Capture.PNG

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Some Process As Well In Possing In Player Back Run On Both sever On meltiCast

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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.

Here is what I’ve done, just for possession. My interface sets the replicated character from the pawn you start as. Then this allows both client and server to possess my new character/vehicle. I hope this helps.