Unpossesed Player keeps moving on remote clients

So I have a pretty simply death system that works fine on the server. When a character takes 100 damage, a death animation is played, the server spawns a spectator pawn, and then then character’s controller possesses the spectator pawn. That is executed only on the server, but I think character possession, movement, and location is automatically replicated to remote clients (it is when the character is alive anyway, and I never tell the player controller to do anything different).

So everything works fine… except that if the character dies while moving, remote clients still see him moving after death, even though the server has him not moving (and still in the correct position).

Anyone know what might be causing this?

Ok, I think I found a solution. If I call “stop moving immediately” from the character movement component when the event “on unpossessed” is triggered, this works in stopping the movement on a remote client.

Hopefully this works in all situations.

2 Likes

Thanks for taking the time to give the solution, I had the same problem.