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How to create weapon recoil in a dedicated server multiplayer game?

How? Add pitch input doesnt work on dedicated servers for some reason...

Product Version: UE 4.9
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asked Oct 01 '15 at 05:13 PM in Blueprint Scripting

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Fuzi0n
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You must implement weapon recoil in client side. There's no need to add it to server side.

Also be careful about the Player Controller ID

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answered May 24 '17 at 01:15 PM

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Akcanca
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avatar image ViAxl Jun 25 '17 at 04:57 AM

Actually you do. Otherwise player can cheat by canceling that recoil.

avatar image cocothemooncat Dec 03 '17 at 03:36 AM

Well the player can cheat using a mouse macro no matter if it's client or server. If you wanted to do some calculation on the server that adds randomness to the recoil then it would be harder to macro, but this will also add latency to the recoil which is almost always undesirable. I don't think the client-server model is the place to catch recoil cheaters, but if anyone has a better solution I'd love to know...

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