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>
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Eleven Labs Integration for Unreal Engine 5.5
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