Can be done with no possession and you do not even need an interface, we just need a reference to that Pawn. You’d use an interface if you wanted to control an RC car, an RC human and an RC hot air ballon. I can imagine they would have very different movement methods that could be implemented inside them.
A Player Controller can send a Move Forward interface message and each pawn class would implement the method differently.
Here’s a Level Blueprint asking a non-possessed pawn to move:
Ideally, this would be implemented in the Player Controller but you need to obtain a reference to the Pawn you want to control since it’s not possessed.
What I am trying to do is basically spawn a flying R/C drone from my main soldier character without losing possession because there’s a lot of other bugs that get introduced by losing possession.
So in your picture example, I would just add movement input and target the drone reference when I push movement keys?
I’m able to get a reference to both client and server drones
but i still can’t control them. Using a shared BasePlayerController that they both use and saving a reference to the drone, then calling move forward on W press, and event inside the drone BP.
Hey, sorry for bothering you, but do you know how I would send the mouse inputs over interfaces? I can control the pawn’s WASD movement directly from my soldier pawn without using a BasePlayerController but can’t seem to transfer mouse movements using the same method.
Mouse normally uses Add Controller Yaw/Pitch Input.
But not being possessed it doesn’t have a controller so I get control rotation from the player and use that to set actor rotation. Since it won’t match up with frames I use Rinterp to smooth it.