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Replicated rotations are mapped to 0-360 on client but -180-180 on server.

I am replicating a rotation for my aim offset inside my character blueprint. The client side angle is remapped from -180-180 to 0-360. Here are some screenshots of the blueprint that creates the variable and the client and server side output.

http://i.imgur.com/nHdl2eG.png

http://i.imgur.com/0R6Bp3K.jpg

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asked Feb 06 '15 at 07:36 AM in Bug Reports

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AdrielKinn
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avatar image Ben Halliday STAFF Feb 06 '15 at 03:17 PM

Hi Haha71687,

I haven't been able to reproduce this using the information you've shown. Which version of the engine are you using? Are you able to reproduce this in a new project, or does it only happen in your current project? If you can put together a small test project in which this happens, please upload it somewhere and send me a download link. Otherwise, be as explicit as possible in recounting the steps you took to create it. Thanks!

avatar image AdrielKinn Feb 06 '15 at 11:10 PM

I successfully reproduced the bug in 4.7 preview 5 by creating a new first person blueprint and adding this to the character blueprint.

http://i.imgur.com/ZfQ28ed.png

Here is the output from the print statements showing the discrepency between the client and server versions of the rotator variables.

http://i.imgur.com/AJo860H.png

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Hey Haha71687,

Thanks for the screenshots! I was able to reproduce this in 4.7.5, and I've entered a bug report (UE-9488). I'll let you know when I see an update. Thanks!

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answered Feb 09 '15 at 11:41 PM

avatar image Ryan Gerleve STAFF Apr 17 '15 at 01:02 AM

This is happening because the rotator delta node normalizes the angles to the range -180 to 180 before returning, but when we compress rotators for network serialization, we convert them to the 0 to 360 range. Both of these ranges can describe a complete circle, and should be equivalent in practice. Is this causing a specific artifact in your project?

avatar image VidemusOKC Dec 03 '15 at 12:24 AM

UPDATE: I got around this by adjusting mathematically in the animation blueprint if the animation was local or remote...attaching screenshot. Why these values wouldn't be replicated as they were sent to the server...I don't know that just rubs me raw because it's not obvious and it's very frustrating. Now, if the rotation goes above 180, I subtract 360 from it to "normalize" it, otherwise I pass the rotation untouched because it's below 180.

I could have fixed this by changing my code to deal in 0-360 degrees instead, but it's the principle that something should work on the client as it does across the network...

alt text

This exact issue has been causing me the biggest pain. I swear. My aimoffsets are based -180 to 180.

The server prints out the rotator's value from -180 to 180 just fine, but the AimOffset only "registers" from 0 to 180 then the thing's just looking backwards the whole time from -180 to 0. Works fine on the client side of course.

Do I need to remap my aim offset from 0-360 and adjust my math?

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