In multiplayer we probably don't handle this scenario correctly. UMassCharacterBlueprintLibrary::UnPossessDroneIfNeeded calls UGameplayStatics::GetPlayerPawn which is probably wrong. Also we need to figure out what logic needs to run on client and on server in this case.
In multiplayer we probably don't handle this scenario correctly. UMassCharacterBlueprintLibrary::UnPossessDroneIfNeeded calls UGameplayStatics::GetPlayerPawn which is probably wrong. Also we need to figure out what logic needs to run on client and on server in this case.