Thank you.
I believe I understand the first half of your answer, but after several readings I’m still a bit confused about the second half. However what you’ve said so far did help me make some progress.
So far I made a Player Controller Blueprint and put the Blueprint Nodes from the image above into it. [This gets me SO CLOSE][2], but it looks like the Client isn’t telling the Server to update.
I sincerely apologize, but I just can’t quite understand or grasp why that is just yet.
First, I think RPC (Remote Procedure Calls) are the Clients telling the Server to fire an Event (Replicates: Run on Server).
Second, Multicast can only be run on the server and is Replicated to all Clients.
Therefore in theory, when I run RPC > Multicast in the Player Controller Blueprint, I would think it would replicate the results to everyone involved (Both Server and Clients).
I know there’s certain things that exist only on the server (such as GameMode Blueprints, but I’m not sure what else), but Player Controller BP is one of those things that should synchronize between all parties involved I would think?
I’m not exactly sure what is missing in my knowledge to make this all click, but in addition to the dozen video tutorials and forum posts I’ve gone through, I’ll also be going over the Network Compendium by Cedric eXi Neukirchen and Multiplayer in Blueprints | Unreal Engine Documentation to help build my understanding. But that will take time and there’s a lot of information to absorb, so if you or anyone is able to provide some explanation, it would be greatly appreciated.
Edit: I did notice once issue with the Player Controller Blueprints I showed above. When moving around the Character seems to snap it back to the original rotation based on the Pawn (Character / Control?) Rotation. Hmm…