I am trying to have the server (GameMode) switch which character a client is controlling while keeping the old character alive.
Switching character possession works when it’s done on the listen server’s player controller or when the server destroys the previous character prior to telling the client’s player controller to possess the new character.
I tried editing pawn.cpp as was shown here, but the issue still occurs. I’ve also started trying to use ReplicatedUsing in my player controller to pass a reference to the character, but it seems that there has to be a more direct approach, especially since OldPawn->Destroy() makes Client->Possess(NewPawn) replicate perfectly.
Thank you for any help you can provide.