Hey all. Lets start off with a confession - i’m not 100% comfortable with networking in blueprints This may well be a simple one for those cleverer than me
So, here’s the problem - i’m trying to possess a new pawn after uncolliding/hiding the old one. When i do, it always seems to change the possession of the OTHER window (i’m simulating a client and a server in 2 windows) not the one that just died. I kill from the server, suddenly i control the client. Kill from the client, suddenly i control the server. I’m confused, because printing out the name of the controller’s possessed pawn always seems to be the right one. Its like the possess node isnt working somehow, or i’m feeding it the wrong controller…
Here’s the damage function for when the pawn gets hit:
the sent event at the end executes on server.
It calls this event on the character pawn:
the end event is sent to the controller, on the server.
This is the controller script:
Again, end event on server.
And the final sequence, on the game mode:
I take the controller, spawn an new pawn and possess it.
Help would be greatly appreciated and eternal love given for preventing my grey hairs.
Cheers,
Russ