So I’m trying to set up a basic Usable Platform for a multiplayer game. The idea is a platform that goes up and down when you press the switch … your basic elevator. I’ve got the elevator and the switch blueprints working for single player, but I’m stumped when it comes to networking it.
The movement of the platform is not replicating.
When both players are on the platform, and the server activates the platform, server side everything works out. However, client side, the platform doesn’t move up, nor does the client’s pawn. However, the server’s pawn does move relative to the platform from the client’s perspective. Additionally, when the client pawn jumps, or otherwise moves, they are suddenly next to the server pawn, but because the client’s platform is not extended, they fall back to the bottom. I’ve replicated every single variable in the platform and put switch has authority on nearly everything in a ham-fisted attempt to get it working but no dice. Here is the platform’s blueprint:
Problem 2: the Client cannot ‘use’ the switch or platform. Here’s the single-player version that work:
I’m fairly certain this is because in the switch blueprint, the enable input function only linked to player controller 0. However, when I try to cast to the player controller, and use that as the output, nothing happens on server or player side. Here is my attempt for casting the player controller:
Any help one either of these issues would be greatly appreciated. Side note: I’m also using a Blueprint Interface (Interact) to communicate between the blueprints.