I don’t need possessions at all. I’ve been able to do everything through Blueprint Interface event calls and storing “owned” pawns in a Map to send messages to those pawns. As the title says, " SetViewTargetWithBlend not getting pawn position unless possess is called".
Since the Player Controller only seems able to possess one pawn at a time this does not suffice. To my knowledge, possession only seems to serve the purpose of enabling input actions that were placed inside the pawn blueprint. I realize this is not entirely the case. I am only calling possession because it updates the pawn movement to the view target when it is called. I need to find a way to constantly update the view target with the pawn position as a camera component would.
I am looking for a way to update the View Target with the pawn positions. This is a multiplayer game. The video shows how playing on server updates the pawn movement normally, on client it does not.
I do not want to have the camera only follow units. This is an RTS style game where the Player can command multiple units. I have a pawn camera that I have set as the view target so I can do edge scrolling camera movement. The pawn position gets updated fine when a pawn camera component is used, stops working when I use this camera pawn I’ve made as the view target. I am not trying to achieve the Unit’s Point of View. When units die, the camera component is not usable anymore. There will be moments when the player controls no units. A camera component on the units does not suffice.