I have recently come back to this in the last couple of days after failing the first time around however I’m no longer trying to get the player as a spectator I’m simply trying to have the server set the clients position like so…
UFUNCTION(reliable, NetMulticast)
void ClientSetCameraPosition(FVector Pos, FRotator rot);
This is called on the client…
void AOnlineController::ClientSetCameraPosition_Implementation(FVector pos, FRotator rot)
{
for (FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It)
{
AOnlineController* ThePC = Cast<AOnlineController>(*It);
if (ThePC && ThePC->IsLocalController())
{
ThePC->GetPawn()->SetActorLocation(pos);
ThePC->GetPawn()->SetActorRotation(rot);
}
}
}
Again the client is however routed to (0, 0, 0) and never moves even though my clients implementation is constantly being hit with different positions from the server. So different method same problem.