Why is yaw rotation the only rotation replicating to remote pawns?
I have a round world so I updated the character movement component to allow for walking around on such. The characters feet always point towards the center of the world. To allow for this every tick if the character is moving I adjust their control rotation. This worked well in single player, but now that I'm setting this up for multiplayer I have to do this on the server. Upon doing so the server characters are all reporting the correct rotation. The clients only report their owned pawn rotation correctly (the pawn they are controlling), the remote pawns do not inherit the correct rotation from the server. Why is this?
Hi, I also struggled with this some time but have found the solution by checking the ShooterGame example. There is a function called GetBaseAimRotation() for Characters, never saw that one before. The ShooterGame example takes this value and transforms it into local rotation this way:
You can also access this function in Blueprints since it's marked as BlueprintCallable and use the return value to animate your Aim animations.
answered Jan 23 '17 at 07:42 PM
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