Replicating Character Rotation in Top-Down MP
I've been wrestling with this for a couple of days now and don't understand what's going wrong with replicating my characters rotations in MP.
The first image attached shows how I'm controlling rotation of the player. I want the character to rotate to the direction that the right thumbstick is pointed, and rotate at a speed that I can define, so I'm rotating the character mesh instead of the pawn itself (which, as far as I can tell, will only rotate instantly and not work with any of the interpolation-over-time functions).
The second image shows how I've modified the Blueprint to try to get rotation to replicate in a multiplayer game.
With this Blueprint, on a listen server:
On a dedicated server:
It seems like the information is not being replicated to the clients from the server, but I don't understand why the "ReplicationRotation" event isn't casting it to all the clients.
Any help here would be very appreciated! I've read a couple of other threads about similar problems, but it seems like all of them end up using pawn rotation, which I can't use because of the lack of rotation-interpolation-over-time.
asked Oct 29 '15 at 08:37 PM in Blueprint Scripting
Have you tried passing the actor reference into the function to run on the server?
It may be as simple as the server not knowing what actor you want to rotate. Also, i thought that simply by enabling replication on the actor its position/rotation and any exposed variables replicated.
answered Oct 29 '15 at 08:59 PM
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