Possess(pawn) behaves oddly on listen server

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ZappyAd

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Nov 5, 2002
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I've been using PlayerController.Possess to attach controllers to pawns in my code. This works fine in single player and when attached to a stand alone server. But it doesn't seem to work when a client is connected to server running a 'Host multiplayer game' session.

The pawn gets possessed fine on the server and the server side controller is linked to the new pawn, but on the client the controllers pawn never gets updated. I am expecting the newly possesed pawn to be replicated down to the client but it never seems to get there.

Is there anything (else) specific to a listen server that I should look out for ?

Zappy
 

ZappyAd

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Nov 5, 2002
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Sorry - didn't explain that well enough.

The steps Im going through are:

1 - Client decides on an action that requires controller to possess a new pawn
2 - Client tells server it wants to possess a new pawn
3 - Server possesses new pawn
4 - Server replicates new pawn and controller state down to client

so the possess is only happening on the server. For a client on a dedicated server this whole thing works fine (i.e. client possesses new pawn, other players (on other clients) can see the new pawn moving around) - its just on a client of the listen server that things don't work....