I have seen countless posts about how the client can’t get possession of a spawned character, however, I am having an issue where only the server cannot get possession. I followed this tutorial closely: https://youtu.be/H0JZnWdY0k8?si=Sc4mIsl32q7luUlp
This is where the possession should work properly:
I have set up a while loop to make it clear that the game should not start until possession is made for every character, but it would rather enter an infinite loop than work.
You can assume that all of the inputs are stable and valid, as I do IsVald? checks on them before and this loop would not run without them being valid.
When I run the game without the loop bit, both the server and client characters spawn, but only the client character is able to be moved, and only the client character outputs the debug message saying that it has a player controller. Interestingly, though, the server player controller prints out that it has a possessed pawn, even though the pawn doesn’t move and clearly isn’t possessed.
I’d be happy to provide more images/code. Any ideas?