Here’s what I’ve got so far
Hi,
I’m trying to setup a similar approach to solve the problem but there are some problems. It works in a single player game but there are some errors in the multiplayer version. So to summarize the main idea:
- The player is represented by a default pawn that only contains a spring arm and a camera
- the player controller spawns an AI-player (which contains the model and all the animations and is the visual representation of the player), an AI controller for the AI-player, which feeds the blackboard of the AI-player with all necessary data (for example a click location that is used as a “move to” target in the behavior tree)
- the player controller sets the player’s pawns position (or in other words: the player’s camera) to the AI-player’s position so that your camera always follows your player model
Here you can see a visual version of the theory and the blueprint of the player controller:
This works as expected in the single player version and the model moves to the click location properly.
If i start a simulated multiplayer game in the editor, two players get spawned:
BUT only the server’s player can be controlled and the log window shows these error messages caused by the client:
Do you have any idea why it doesn’t work in a multiplayer game? In the single player version there are no errors in the log or anything else which is really strange (by the way: the replication properties of each class are left to the default settings)
Thanks and best regards,
Daniel