i have 2 characters,im(listen server)is controlling the dragon one.
i have 2 exact same timelines setting the location of both.
as you can see,when its played,the dragon and the human rise into the air.
but theres a problem,its not sincronized.
one goes higher than the other.
the strange thing is that it only happens to possessed characters.if i do the same thing with an actor it goes fine.
same thing happens with root motion aniamtions…
both characters are replicating and has “replicate movement” on
Doesn’t make a difference if replicate movement is turned off
How are you activating the timelines? Where are they contained (where is the move function called from)? What is the exact function you use for moving the actual characters? Is the other character possessed? Is the video shown from the perspective of the listening server or the other client?
Also, can you provide the output of that BP in both characters:
I suspect the problems you are having is because characters are meant to be moved exclusively by their CharacterMovementComponent. MC already handles replication (and much more) and any movement outside of the MC is fighting with its implementation.
Try to get your movement go through the Movement Component.
I’m unsure if accessing the MC is exclusive for the possessing controller but it’s worth a shot.
As a general advice:
The controller moves it’s possessed pawn and that’s that. You (should) never move other controller’s pawns.
Both characters are possessed,the one im controlling(dragon one) is the listen server,the human is a client.
You said that i should never try to move other controllers pawns right?
So,im my logic(inside the dragon’s character BP)im moving both pawns.
Should i move them in their own BPs?
Like,move the dragon one inside their BP and the human one inside their BP.
Does it make a diference?
Yes moving them from inside each pawn or moving them from their possessing controllers should make a difference.
What are you trying to achieve exactly? If you are trying to “ride a dragon” you would treat it as a vehicle - just possess the dragon with your character controller and pop a non-functioning model of the player on top of it.