So I have been working on a mechanic where I have a client spectator camera pawn lock-on to a listen server controlled character pawn. The aim is for my client-based spectator camera pawn to rotate toward the listen server character pawn’s position in the world at all times when I press the F key. The problem I am having is, how do I reference the location of a different pawn (as a client) that is controlled by a second player over a listen server?
This is my progress thus far:
The first image depicts the key press functionality which calls a custom event which in turn calls a function over a network.
Within the function which contains the lock-on code: