Multiplayer Pawn Won't Receive Any Input

So there’s a few things off the top of my head you can check.

  1. First, on your server game mode and do a GetAllPlayerControllers, and see how many player controllers there are. There should be exactly the same amount as the number of players you have. Only 1 of those PCs should be ROLE_AUTHORITY, rest should be ROLE_AUTONOMOUS_PROXY. Check that first

  2. Assuming you have PCs, check that each PC possess a pawn. There should be a method called PossesedBy on PCs that possess a pawn. I know you said you’ve debugged that but you should make sure this happens post ServerTravel

  3. Also, there is a method called AGameMode::PostSeamlessTravel, and also another called APlayerController::PostSeamlessTravel as well. Make sure those are called for your servers and clients post server travel (Assuming you are using seamless travel, which you should). You can set to use seamless travel in GameModes by checking the bSeamlessTravel flag

  4. The way inputs are setup in PCs is by calling SetupPlayerInput. Make sure that is called. If it’s not, check through steps 1-3 to see what’s amiss

Note that those methods I’m talking about are all C++. But it should be easy to get an event to fire when they are called in Blueprints as well.