Hi,
Definitely a problem of PlayerController location.
In the movement function of the target pawn, i switched between those two controls (when the mouse moves):
FRotator Rotation = PlayerController->GetControlRotation();
FRotator Rotation = DefaultPawn->GetActorRotation();
My initial problem was described using DefaultPawn. When i switch to PlayerController, i get two very different behaviors:
-
on the server, the target pawn moves following its own referential (using its own forward vector so to speak)
-
on the clent, the target pawn movex following my (DefaultPawn) referential (using my -spectator- forward vector)
So that seems to prove that:
- on the server the PlayerController is teleported on the target pawn
- on the client, the PlayerController remains on the initial pawn
I still don’t see where my error is, continuing my tests.
Any detailed explanation about the behavior of the player controller in network is welcome
Cedric