I’ve started to play around the multiplayer mechanics now, so before I start to rewrite some of the implementation you’ve made, I thought I’d ask:
As you explain in your documentation, you’ve taken the proxy and AIcontroller approach to movement explained here Does UE4 have client-side prediction built in? - Multiplayer & Networking - Unreal Engine Forums. But why did you implement it so, that the character is on the client and the proxy is on the server? I mean the guide on the answerhub tells to do it exactly the opposite, where the proxy exists on the client and the character exists on the server and is possessed by the AIcontroller. The guide’s version makes a lot more sense to me, since it allows the server to have total authority over position. Now you’ve had to implement a tick function that updates the position of the actual character and its components, instead of just the proxy which should only be a camera. I might be missing something here, and wanted to know why you had the character exist on the client and the proxy on the server.