Hi guys, I’m having problems with the server pawn possession.
In particular the problem is that the server always tries to possess a new spawned character, even if i do not connect the possess node (don’t understand why).
In fact, if i connect the possess node and i try to select a character in the client, the server un possess his character and tries to possess the character that the client had selected, but it fail because that character has already been possessed by the client. So the server remains without pawn.
Sorry if it’s a bit confusing but i just can’t get out of it.
Can anyone help me guys?
May I know where you calling switch character event? Is it within the gamemode or some other blueprint.
May I also know the way you are passing the player controller in the event.
Is the player controller passed via the get player controller event or a from an Event Post Login in the gamemode?
It might clear up something if I know how it is setup.
I have an input to simulate your “CallUpdate” event and just fired a linetrace through the camera of my already controlled pawn to possess another pawn