Pawn possession in multiplayer

MERLIONEROY
Thu, 18 Sep 2025 23:53:59 +0000
Programming & Scripting

Hi, I just started studying multiplayer, and now I’m faced with a small problem. I want to make a small game so that players can connect to the player host.

So I have server and client 1. I want the player to possess Defaultpawn by pressing a certain key. But for some reason, with this logic, only when the server makes possession pawn, the pawn movement is visible to both the server and the client, but when the same logic is performed on the client side, the pawn cannot be seen moving on the server, as if it is not replicated, although I kind of make an RPC in the character’s blueprint.

I have checked all the replication boxes in both the character and the Pawn. What am I missing?

2 posts - 2 participants