GetCurrentAcceleration returns different values on Server & Client
I'm using this simple blueprint function to drive animations on my character, however the values returned on client seem normalized in some way where GetCurrentAcceleration is returning values between -1 to +1. On the server the values are from -MaxAcceleration to +MaxAcceleration.
Any idea what's going on there?
asked Jun 01 '17 at 05:27 AM in Using UE4
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