Only one player works in multiplayer

Hi there!
I’ve used UE for a while so know the basic concepts of BPs but I’ve just started learning about multiplayer and replication, and I wondered what I’m doing very wrong here.

My simple setup:

  • Custom player controller for moving an RTS-like camera
  • Custom pawn, made up of a sphere, spring arm and a camera

The result:

  • The bottom window is the server and controls the right sphere
  • The middle window controls the left sphere but it doesn’t move on the other screens
  • The top window controls the right sphere as well, but doesn’t use it’s camera

And getting a lot of errors like:

Blueprint Runtime Error: Accessed None
trying to read property
CallFunc_GetPlayerPawn_ReturnValue4
from function:
‘ExecuteUbergraph_GameplayPC’ from
node: SetActorLocation in graph:
EventGraph in object: GameplayPC with
description: Accessed None trying to read property
CallFunc_GetPlayerPawn_ReturnValue4

So this is probably the result of some very basic concept I haven’t wrapped my head around yet, but I can’t seem to figure this out. Something about possession? Are they all trying to be player 1? My end goal is online multiplayer if that makes any difference.

Thanks for any help!

Were you basing this off of this user’s method? If so, I managed to successfully recreate their method in this project.

I recall coming across the same issues and resolved them, but unfortunately do not recall what I did specifically. You can take a look at the project and hopefully come across something that helps.

Thanks I’ll have a look at that! But no that wasn’t what I was basing it off. I ended up redoing the setup completely.

Here’s what I’ve done, based on this tutorial series:
[Unreal Engine 4 RTS Series Part 1 The Camera - YouTube][2]