Part 3: Entity Control

In this tutorial you’ll learn how to set the control of a specific entity and remap its input source. This tutorial build on the learnings of the pervious tutorial: Part 2

Note: we start with making sure that you have the Networking feature flag enabled, you can do that in the Tools→Feature Flags Menu.



We now want to make sure that the movement and facing direction of our player on the Server are controlled by the Keyboard and mouse input that is detected on the Client.

There’s a special purpose node that we can use to do exactly that: let’s add a “Set Entity Control” node to the Entity Graph of the World Entity: we want to bind the control of the xbot entity to the Client that connects to our server, so we will take the output from the Connection Accepted node and chain it to the Set Entity Control node.


We also need to tell the server that it should use the input that comes from the Client for the xbot Entity: we can use the Remap Input node to do so.


We also need to tell the Client that the input for the Xbot entity has to be taken from its own keyboard/mouse input: we’ll add the Remap input node as well once the Acquired Entity Control event is triggered on the client.


Now that we’ve remapped the input to come from the correct source, let’s convert all of the Poll Key and Poll Mouse Motion nodes in Poll Key for Entity and Poll Mouse Motion for Entity in the Graph of the xbot entity: this will make sure that instead of blindly using the local input to drive this entity, we’ll be a bit more smart and use the correct input: either the local one (Client) or the remote one that comes from the Client (Server). You can do this by using the “Covert” feature: right click on a node and click “convert” to see all the nodes that you can convert that node into.


So the Client is now transmitting the Input to the server (while using the keyboard/mouse input to drive it’s own player entity), and the server is instead using that input to drive its simulation instead.