So the problem is, as you can see I binded X to respawn as well. For debugging. When I press X, server player and client respawning themselves which is totally fine. But when I shoot one with the other, the problem begins. If client shoots server, server gets respawned, which is what I want. But if server shoots client, server himself again gets respawned.
So I dont understand why X key is working fine on respawning but when I call it on damage it doesnt work fine. Thanks in advance.
From the pictures you posted, it seems the problem might be that your Respawn event in your PlayerController class is is a server only event. The server always has the PlayerIndex = 0, when you are a listen server. So when you are using your event only on server it always gets the server PlayerController. For a dedicated server it is similar. you are always getting the first player.
That solved the problem. Even if I put Get Player Controller instead of Self, it goes back to the same problem again. Get Controller and Self are working fine.
Hello! Yes, If I recall correctly it was the “GetController” node. Although this might not solve it for you. If you still have issues I recommend you to create another post in a.h. with your problem. Regards.
Thanks! I figured it out, GetController did not work for me so I did Get all Actors of class player controller and a for loop to check if it == get player controller with a branch. for some reason this worked for me but not get player controller, weird.