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Server rotation in -180 to 180 range, while client is 0 to 360

Server function is called

 void AKoreChar::SERVER_ChangeFacing_Implementation(FVector inVec)
     Capsule->SetRelativeRotation(FRotationMatrix::MakeFromZX(Capsule->GetComponentLocation(), inVec).ToQuat());
     pawnCR = Controller->GetControlRotation();
     pawnFacing = Capsule->RelativeRotation;
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Magenta, FString::Printf(TEXT("Cell: %s"), *pawnFacing.ToString()));
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Magenta, FString::Printf(TEXT("Cell: %s"), *pawnCR.ToString()));
     CLIENT_displayROTATIONS(pawnFacing, pawnCR);

Prints to screen the magenta values in the image, then Client print is called using same values

 void AKoreChar::CLIENT_displayROTATIONS_Implementation(FRotator inCap, FRotator inCR)
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Cell: %s"), *inCap.ToString()));
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Cell: %s"), *inCR.ToString()));

Shows values exist in a different range in Cyan colors in the image.
alt text

Product Version: UE 4.13
replication2.jpg (97.2 kB)
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asked Dec 03 '16 at 05:08 PM in Bug Reports

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avatar image Thumper Dec 03 '16 at 08:19 PM

I found this link that seems to talk about a similar situation. But it's suggested that the delta rotator BP node is the culprit, whereas I'm just sending these FRotators through a client function and it is still occurring

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1 answer: sort voted first

Turning bAbsoluteRotation = true solved the problem for my situation.

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answered Dec 04 '16 at 06:41 PM

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