Detailed description of issue: Where applicable, template projects on create a project screen generally include networking support. For example creating a side scroller or third person project and increasing number of players works as expected out of box. However, Top Down Template includes most of necessary setup like a network player spawn and replication turned on by default, but client players are unable to actually control their characters.
Repro Steps
Open Unreal Engine or select New Project…
Select Top Down (Blueprint or C++, neither work)
Name project and create it so it opens in editor
Click Play dropdown and set Number of Players to 2 or tick “Run Dedicated Server”
This is not a bug. Top-Down template is simply not designed for networked multiplayer out of box, because Character movement relies on Simple Move To, which does not work on Clients. There’s a request in to change how template works, using another movement method, but there is no timeline for this update. For now, if you’d like to convert this project to network multiplayer, you’ll need to change how click-to-move functions, understanding that nav mesh does not exist on Client by default. You can turn this on for Clients in Project Settings, but I don’t believe it’s fully functional yet (a fair amount of lag on characters using this by default).
Thanks ! In mean time maybe it would be wise to remove network spawn and replication from template to avoid confusion about its networking compatibility?