Possessing a pawn over a c++ network?

Dear all,

A quick question, how do you properly set a client’s to possess a pawn via c++? I tried have the clients check for ID and locally ->possess() but it seems that this can’t be done, since the pawns are usually own by the server. So the clients have no authority to move it around. How do you fix this problem?

Hope someone can help clear this up for me. My thx in advance…

use SetPawn() instead of Possess()


Maybe you should try to spawn a pawn on client only. Or turn off it’s replication (and for movement component too).