Turning Glitch

What could be a reason for one of the characters to see the other one glitch while turning?
Video: - YouTube

The construction script of the “Offset Yaw” node in there

One thing i forgot to mention:
The video is client looking at client (either way they see each other glitch)
But if a server looks at the client, the cleint moves correctly.
Also client looks at server and server is glitching.

So im guessing the client is not seeing things the way it should like the server?

I have been looking around and seeing there a bug report about being limited to -90 90 which is where i am now. Has this been fixed since 4.11?

Can you post the replication settings for your characters? This looks like a classic “the client is thinking one thing but the server is telling it another”

Do you mean this?:

90844-screenshot_1.png

Have you tried just having the server do it, and no client-side?

If it is replicated as above all clients will listen to the server.

I think its already on the server, unless your saying something else im not quite getting.

You were right, i didn’t realize i was going from server to multicast.
THANKS

Have you tried just having the server do it, and no client-side?

If it is replicated as above all clients will listen to the server.

(Be mindful of how the events work! The server is the source of truth)

You were right, i didn’t realize i was going from server to multicast. THANKS

Furthermore, just an aside:

All critical gameplay should be done on the server. E.g. movement, damage and healing math.

All noncritical effects should be done on the client, e.g. “Player receives damage.” (This would be a message sent from server → client with the amount of damage, and what kind of fx should be played) While the actual HP value will be auto-replicated due to your RPC settings, the UI and FX just need to know delta HP and what to show the player.

This mindset will help you make more organized netcode :smiley: