UE5 Multiplayer Player pawns location not replicated after SetLocation

Hi all,

I created a lobby map where I want to place players pawns at specific locations, depending of the order of arrival.

I’d like the pawns to be replicated for all clients to see where the other players are located in the lobby.

The set actor location (placed in the GameMode) seems to work but when a player joins, he can’t see his own pawn placed. (I have a unique static shared camera that shows the area where the players are placed).

Here’s what happens when login 3 players:

  1. The host creates the lobby and sees his pawn placed properly
  2. The second player joins, the host can see the new player’s pawn placed properly. But the new player only sees the host’s pawn, not his own.
  3. The third player joins, the host can see all players’ pawns placed properly (his own + 2 others). The second player sees the host’s pawn and the third’s pawn placed properly but still not his own. The third player sees the host’s pawn and the second player’s pawn but not his own.

The pawn is set to replicate.

So I have several questions:

  1. Is it correct to set the pawns locations in the GameMode?
  2. Why do you think the player’s could not see their own pawn?
  3. If I move a replicated pawn in the server (GameMode), shoul’d it be replicated for everyone? Even for the owner of the pawn? Or the server can’t move pawns by it’s own?

Thank you in advance

Check the “Owner No See” flag in the pawn mesh component settings.

Must be turned off.

Hi, thank you for the tip, but still the same issue…