Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Replicate Set actor rotation in playercontroller


I need your help getting my client pawns to rotate,

When i play, everything works on the server and the client can see the servers pawn rotate. But the client is unable to rotate..

I've tried a few things suggested on the forum, with mixed results, but nothing that works..

Here is a screenshot from my top down controller.. How do I make this replicate in multiplayer? alt text

Product Version: UE 4.10
more ▼

asked Feb 29 '16 at 09:42 PM in Blueprint Scripting

avatar image

32 16 22 28

avatar image Xenosis Mar 01 '16 at 10:29 AM

Nobody have any suggestions on how to fix this??

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Hook up Rotate Client Pawn to Set Actor Pawn, so the client executes the rotation aswell. Right now, only the server executes the Set Function.

more ▼

answered Jan 29 '17 at 03:23 PM

avatar image


(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Wow, this is old I am surprised nobody answered. Don't know if it's still relevant but somebody might find useful: What you need to do is:

1) Move the rotation procedure to the pawn from the controller

2) After you execute on server, multicast to execute on all clients (still using the pawn, not the controller)

Reason for that is the PlayerController only exists on the owning client so the code will not execute for other clients unless its on the pawn.

more ▼

answered Jul 15 '17 at 10:04 PM

avatar image

dw games

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question