ListenServer in editor behaves fine. Running dedicated server with source build and joining "semi works" Need controller help.

Try and bare with me, im slightly new to unreal, I can post pictures of any needed information about the project. It is very simple as of right now and shouldnt be too much of a headache to step through. I am currently running a dedicated server for a multiplayer game im making, and all the testing I’ve done with its connections is being done from a standalone editor session. I pretty much have all the base preliminaries set up for querying for and joining the dedicated server. I can successfully query for and join my server that im hosting over steam and over the NULL online subsystems. When I join the new server after selecting it from my menu widget. It loads my client into the new level, and the PostLogin() on the gamemode running on the dedicated server successfully stores the players controller in the GameState I have setup, and then I call the “SpawnPlayer” replicated Server function on the state, and it launches a blueprintimplmentedevent, and in that blueprint, I spawn the players character, possess it with the controller, but for some reason I have no control whatsoever over the player.

Now when im not running the dedicated server and joining it from the standalone editor, but instead running the netmode as “Play as Listen Server” in the editor, and set it to two players and start, both the client and the server windows with the characters both work and replicate fine. Im really confused what im doing wrong and where. Any help would be amazing.

After hours of infuriating work, I found the solution and it was the simplest fix ever. This reddit post gave me the answer. The solution was the add a call to “SetUIToGameOnly” on the controller from the connecting clients blueprint widget that made the initial “join server” call.
https://www.reddit.com/r/unrealengine/comments/xao7b2/client_joins_server_cant_movecontrol/

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