Putting server character into ragdoll causes camera issue on client
So... Been messing around with this for a bit now. Tried a number of different methods but basically I cannot get this setup to work. This is the closest I've got... The client can ragdoll just fine, and it shows up on both server and client instances. But when the server ragdolls, it shows up, but causes the client's camera to go nuts.
Any help would be great...
Gif of what happens here: (watch the client instance on the right when the server dies on the left)
And my blueprint logic for this stuff is currently:
For the record - I'm aware I probably shouldn't be multicasting from a RepNotify... but when I don't multicast and either have the SetRagdoll event to Not Replicated, or even just try to set the Simulate Physics within the RepNotify function, I get this result:
https://gfycat.com/InfamousOblongFieldspaniel Note - in this gif the event is set to Not Replicated, but the same result happens if I just move the logic within the RepNotify function.
asked Jun 26 '16 at 07:07 PM in Blueprint Scripting
Okay... so I tried it out in a few blank projects and it worked... but the catch is - if I try to run the simulate physics from the CONTROLLER it doesn't work. Run it from the CHARACTER and it's fine =/ I have no idea why. Ideally I want to keep as much of my logic as possible in the controller but this is a workaround for now at least. Thanks for your help. If you have any idea why this might be the case that'd be helpful lol but I'll mark this as solved for now I guess.
answered Jun 27 '16 at 09:53 AM
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