I am trying to switch between two pawns, this is working fine with the possess function. I am using the LevelBlueprint for switching as this was shown in the example from the marketplace. The game i am making however will be a multiplayer game, so there will be either a listen or dedicated server running. When I switch my character and move around, the first 5 or so seconds the character doesnt function properly (pickups dont work) and then after a short period of time the character jumps back to where it was when i possessed it, and then all is functioning just fine.
I guess this has something to do with making the swtich happen serverside? All examples i could find were singleplayer examples, in which switching, like it was shown in the example, works just fine. But as soon as you try this on a client/server setup, it doesn’t.
But the problem is that I can not call a function on the server using the client in the level blueprint. And in the controller i can not get a reference to the other pawn (TopCamera). :S
use the RPC call( event set to RunOnServer in replication. )
check wiki on blueprint respawn, it also has possession part, should be the same principle for you.
I had the same problem. I have a Main Character with Skeletal Mesh and a Pawn that was spawned by the server. When the character was possessing the pawn everything was working fine.
But when i was trying to repossess the character in the client the animation was just freezing.!
Thanks to this solution everything now works fine! Thanks again PenguinTD