j.foucher 3c4389a43d Fix InteractionComponent ticking on server for remote client pawns
In a listen server, the server-side copy of a remote client's pawn also
has an InteractionComponent that ticks. This caused a race condition:
the server-side tick would start conversations using GetFirstPlayerController()
(= server's PC), setting NetConversatingPawn to the server's pawn instead
of the client's. The client's relay RPC arrived too late and was rejected
because bNetIsConversing was already true.

Fix: disable tick and skip mic creation in BeginPlay for non-locally-controlled
pawns. The client handles all interaction locally via relay RPCs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 16:57:33 +01:00
2026-03-01 12:46:26 +01:00
2026-02-20 15:18:03 +01:00
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