Server/Client Controllers

 Problem: Server/Client Controllers

    While building the networking framework for Extraction Protocol, I ran into an interesting issue. When a new Client joined a hosted session, the input controls of the previously joined Client would be inadvertently removed. This became frustrating as map testers could only effectively test the logic for solo sessions.

    Upon thorough debugging, I identified that upon player spawning, each player was being assigned their own player controller. However, this process also caused the removal of the previous player's input controls. The auto possess feature in our character class was enabled, which led to the transfer of input control to Player0 whenever a new client connected to the session. By disabling this feature, each character that entered the session would be assigned their own controller at their respective spawn point, resulting in the expected outcome.


Author: Kyle Worthington

Posted on 07/16/2023

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