If a player on a dedicated server attempts to possess a feshly spawned pawn, the blueprint must have an unpossess node just before the possess node to be able to possess the pawn. This is not the case in a non-dedicated server play in editor session.
1. Download and unzip attached project
2. Open project (level CaseA)
3. Go to play menu>set Run as dedicated server to true
4. PIE
5. move character, press k, attempt to move new pawn
6. Open level CaseB
7. Perform steps 3-5 again
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay |
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Affects Versions | 4.7.3 |
Target Fix | 4.8 |
Fix Commit | 2494122 |
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Created | Mar 31, 2015 |
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Resolved | Apr 7, 2015 |
Updated | Apr 27, 2018 |