Set my character rotation on the client??

Hi, i’m trying to implement a basic multiplayer system in my fps. I got stuck trying to set my character’s rotation on client once teleported. On the server works perfectly. The player on the client does not want rotate itself after the teleport.
The function that execute the teleport and the rotation is launched on the server. Variables and other functions seem to be replicated and setted like they should be. It seems like the set control rotation and all the others function that allow you to set an actor rotation would work only on server. I’m going crazy with this. Tommorrow i will be able also to attach here a blueprint screen to make all more clear. For now i put myself in your hands!! Please, help me! !!! :smiley:

Can you tell me, does character despawned and respawned again while teleporting?

Hi, sorry for the delay in my answer. So, my character use the teleport function while teleporting; after that i set its rotation throught “set control rotation”. It’s complicate to tell in worlds, so i will attach here the blueprint screen. In few words, i’ve replicated the valve’s portal mechanics, and as i said, works like a charm locally or on the server when i try a multyplayer game.
By the way, thanks for the answer and happy Easter :slight_smile:

Np. Ok. I can’t see it’s clear, but I see, that you don’t replicate any transform or rotation values. If so, you need to fix that.
Try this by yourself, and if it will not work, let me know.

Set the replication of your rotation variable to repwithnotify. This would create a function called onrep_rotationvariable that would execute on both the server and clients when a change is made to the rotation. Then you can update the clientside rotation within this function.

Thank you, with this i’ve understood a lot of things :slight_smile: Now it’s all clear!!

Thanks, this solved the problem. Now it works like a charm also on the client! :smiley: