Checking the old thread:
The post in question:
"I think you may be getting confused by the name ‘PlayerController’, sorry about that! This is not where the movement logic lives. A ‘controller’ represents a ‘will’ in the game that can ‘possess’ a pawn to control it. A controller could be an AI or a real player, hence the terms AIController and PlayerController. This doc gives an overview of our architecture: https://docs.unrealengine.com/latest...ork/index.html
To get a basic game up and running, you only really need the Pawn class. It’s the Pawn class that handles the input and moves itself around. Character is a special type of Pawn which includes ‘walking’ movement logic, and is used as the basis for templates like the side-scroller. You only really need to create your own PlayerController to handle logic outside of the Pawn, things like bringing up a mid-game menu for example. Our Character class is quite flexible, there are some great tutorials and example out there of extending it to add dodge, climbing etc. In 4.2 we made it even easier to do things like double jump, and we’ll be releasing a video tutorial to cover that."
This logic has always eluded me, specially on multiplayer games.
If i set the movement logic with the inputs right there on the pawn, wouldn’t that give me problems on a multiplayer setup? or the only input that this pawn would get is the one from the possesor player controller?
Also checking the base player controller and the base character from the examples, the player controller handles the logic to jump, move, etc and gives it to the character (via a method call) which is the most logical answer to me.
Why is this discrepancy between the post and the examples?