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Rotating a staticmesh inside an actor but per instance

Hello,

I've got the problem, that each player in a network game has to control the rotation of a board which is mounted on his head. The structure is like that:

Capsule Component

Arrow Component

Mesh

board

SpringArm

Camera

Now if I rotate the board via Set Relative Rotation, the board of every instance of the character gets rotated, but I only want to rotate one of it. How can I achieve that?

Kind Regards, Daniel

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Product Version: UE 4.7
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asked Jul 14 '15 at 03:54 PM in Blueprint Scripting

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Bradan
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2 answers: sort voted first

Hello man,

I just solved similar issue at my side. How it worked for me:

  • I created separate actor blueprint, put inside my part which supposed to be rotating later.

  • Then added RotatingMovement component and set rotation there

  • After this I went to my main blueprint and added child actor class component.

  • I put the type of the class to my previously created rotating actor

Good luck!

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answered Nov 29 '15 at 10:50 PM

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Imaver
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Hello,

Thank you for your answer. My problem was kind of different than I thought. If you use an HMD, you definately need to use a dedicated server. Otherwise EventTick will be executed on server and client and you can't differentiate between the player1 and player2 main node and the transformation of the server will override the other players transformation! So only one node controls both transformations.

Kind regards, Daniel

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answered Nov 30 '15 at 09:05 AM

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Bradan
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