i get a logproperty warning when i play my topdown game in multiplayer.
it says "logproperty:warning native netseralize structproperty /script/engine.character:servermove.anaccel (scriptstruct /script/engine.vector_netquantize100) failed.
when i play on server it works fine but client only moves in one direction (to left bottom side of screen) no matter which movement button i press and spits out warning. whole game is based on blueprints. more specifically topdown in blueprints pregenerated game. i just added moving with wasd and always facing mouse so far.
edit: picture of my mycontroller blueprint http://i.imgur.com/dCZku3l.png
For your Add Movement Input nodes, replace Get Player Character node for your Target with a Get Controlled Pawn node. way you have it now, Controller for both Server and Clients is trying to access same Player Index, when it should be getting currently controlled pawn.
Hope that helps! Let me know if that doesn’t solve movement issues with clients, and if logproperty warning still pops up.
thanks for help but it doesn’t change anything as far as i can see. i still get warning. i’ve tried actually prgramming it “right” way for multiplayer with custom events that only run on cliet or serverside, but now my client can’t move at all (serverside it still works fine). idk but somewhere i made a mistake… http://i.imgur.com/v1FPpHV.png. another error that pops up in message log is "accessed none ‘CalllFunc_GetControlledPawn_ReturnValue3’ from node Construction Script in blueprint MyController.
I’m sorry I didn’t notice last time, but you’re also using wrong Get Control Rotation node. You want to use Get Control Rotation with Target is Pawn node, and attach that to your Get Controlled Pawn node. Otherwise your clients will all rotate according to Server’s Controller.
As a reference, here’s how I have basic movement set up in my top-down project, and this works fine with multiple players:
I haven’t messed around with Movement using Server nodes yet… this doesn’t seem like right way to do it, and shouldn’t be necessary, but I’ll look into it this afternoon and see what’s going on with that. In meantime, try setting those back to regular Add Movement Input nodes (minus Switch Has Authority check) and test to make sure your pawn is moving as expected with change I suggested.