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Pawn rotation replication is inconsistently applied, sometimes never replicating at all

I'm doing a very infrequent rotation, just one time at the start when the player shoots at a "begin play" sign. The rest of the time the player never rotates.

I have replication turned on on the player's pawn. When a spectator joins, he sometimes doesn't get notified of the single rotation, and the game never updates him again. Is this by design (e.g. does it assume something like a first person shooter, where the player will be constantly rotating and there for send lots of other rotation events, so it doesn't matter if a single one is missed)? Is it in the documentation anywhere?

Late joining spectators seem to get the rotation correctly, but if a spectator has joined before the player has shot "begin play" and triggered the rotation (which is triggered on the authority), there seems to be a random chance the spectator won't see the rotation happen.

Right now I'm looking at adding a timer that will every once in a while manually send out the rotation of the pawn to any spectators. This feels wrong, is there a better way?

Product Version: UE 4.10
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asked Jan 31 '16 at 04:41 AM in Bug Reports

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muchcharles
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avatar image Ben Halliday STAFF Jan 31 '16 at 06:54 PM

Hi muchcharles,

This sounds more like an order-of-operations problem than anything else, but it's difficult to tell without more information. Could you provide some screenshots of your Blueprint setup, specifically for the rotation function and where/by-whom it is called? Can you reproduce this in a new project? If so, please upload the small test project somewhere and get us a download link to check out. Otherwise, some clear steps we could follow to reproduce the issue here would be very helpful. Thanks!

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Hi muchcharles,

We haven't heard back from you yet, so I'm resolving this post for tracking purposes. If you're still experiencing this issue with actor rotation replication, please feel free to respond with the information requested above. Thanks!

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answered Feb 04 '16 at 07:52 PM

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