Is it possible to control a pawn from another pawn without possession?

Like a RC car. I don’t want to possess. I have tried sending interface messages but it doesn’t want to move for some reason.

I’m using Character Movement component as well, and I think I read somewhere that you HAVE to possess for it to work? Is that true?

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.

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Okay I’m a little lost… hmm

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?

If you’re using a Character Movement Comp:

  • in the drone:

  • in the character that spawns it:

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I’m able to get a reference to both client and server drones
image

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.



The weird thing is that the Drone sound updates when I press, but no movement.

Sorry let me read your latest

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Aha! That button did it. You have saved me, thank you. I looked all over how to control remote pawns but nothing helped. Thank you!

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However it doesn’t seem to work client side and the movement might not be centered/is kinda wonky… down the rabbit hole I go lol

Yeah, MP is not my strongest suit. :expressionless: Can’t tell if this is viable.

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.

Can you show me an example of this?

I wish I could just use possession lol this is so annoying, but unpossessing the main character makes the server think the unpossessed pawn is itself.