Client pitch ignored on dedicated/out of view of host

So to go more in-depth with this question, I am creating a First Person Shooter. Issue #1: If I host a listen server lets call the host of this game “HOME” and the client connected “VISITOR”. While both HOME and VISITOR can run around and they can both aim up/down and left and right. When HOME fires his weapon, everything works normally his bullets go where he is aiming regardless of his position in the world and rotational values. When VISITOR fires his weapon, the bullet goes where he is aiming regardless of his rotation and pitch… That is until he is out of the view of HOME if HOME can not see VISITOR, then VISITOR still shoots the direction VISITOR is facing but his pitch is now ignored. VISITOR can still look up and down but regardless if he is aiming at the floor or at the sky his bullets still go to whatever height he was looking when he left HOME’s sight. Issue#2: Basically the same as Issue #1 except now Neither player can shoot up or down because there is no host to be in sight of, so both clients can aim in circles and run/look around normally but their bullet pitch is ignored.

Are you using controller rotation to determine where to shoot?

The bullet is spawned at the muzzle of my weapon, so dependent upon the animations of the character it should always follow the muzzle. and it does up until the scenario described.

Pretty sure this is a replication issue and you’re not replicating pitch/yaw/roll of the client correctly.
Showing a Blueprint or a C++ class might help here

I’m using blueprints, will grab a screenshot but like I said. the socket on the skeletal mesh of the weapon is where I am spawning the projectile, and considering the weapon is aiming where it is supposed to I don’t see how it could be an issue.

And yes the characters are replicating correctly as are the weapons that is parented to the characters. Network relevancy is set to “always relevant”

The red circle is my projectile (and where I was aiming when I walked out of the hosts view) I scribbled in a crude crosshair as to where I was approximately aiming.

As I expected this is a replication issue. You are spawning client side and then trying to move the projectile server side. As only the server has authority to replicate the projectile is not known by the server.
You need to spawn the actor on the server. Also Do note that you can only call the server with rpc if you own the actor calling it (aka if it’s from pawn controlled by the client)

Try to call the whole block from a custom server side rpc and see what it does I can’t see your whole code but the approach doesn’t seem right at all. I would help more but I’m currently on my phone :slight_smile:

Hi,
I’m the creator of the system that he is using. I’m very interested in how I should have made the system correctly. Could you contact me on the forums for a chat?
Username is .

I have solved my issue, it turns out the blueprint is fine. The character skeleton was not set to “Always Tick Pose and Refresh Bones”.

THANK. YOU.