Multiplayer - server not updating pitch rotation value
I found and reproduced very strange bug: I created actor with scene capture 2d component. Then i created child actor component in character BP. In character BP, in runtime im setting child actors class (with spacebar key) to class with scene capture component. As you can see in video, server's child actor attached on spring arm not rotating in pitch, but clients rotating properly... I tried to attach child actor to camera, but with same results.
asked May 26 '16 at 04:50 PM in Bug Reports
I found 2 issues in your BP. first, the issue about pitch was easily fixed by just moving the static mesh to be a child of the camera, but if you want more flexibility, i added extra logic you can actually use if you intent to replicate the pitch/yaw animation on other clients. (pitchyawreplication.jpg). i also set every single setting into the details section to the defaults, seems like you were clicking a lot of stuff on and off (causing weird movement on the character too). second was the material generation. the first one that set the class to the child actor was the only one rendering the image. im not too experienced on this but i think cause you are sharing one same material across the game. for this, i created a material instance, a render target 2d and set the render target to the new created. then made everything you usually do manually but inside the blueprint. this way each one has different targets and are independent. i also did this client side and server side independent, to avoid the lag on client side (and dont depend on recieving network updates for the rendering) everything is explained on the screenshots. hope its useful.
answered May 26 '16 at 09:55 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here