SetActorRotation() in network game sometimes work sometimes not

In a networked game, call ACharacter::SetActorRotation() on local client, most of the time it rotate, but sometimes it does not rotate.

How to repeat:

  1. In UE4.16, create “Third Person” standard project, keep all default settings;

  2. In the “ThirdPersonCharacter” blueprint, capture key “F” event, and in the event, just call SetActorRotation() to let character’s yaw rotation +90 degrees;

  1. Check the “Run dedicated server” option under “Play” button;

Test result:
sometimes the character rotate when pressed “F”, sometimes not rotate at all.

Expect result:
The character should always rotate locally.

More test:
If I use “Standalone” mode to test, the character always rotate.
If I use a replicated server function, to let server rotate first and then replicate the new rotation to client, then client rotate, the test result still is sometimes rotate, sometimes not.

Nobody in community is responsible for this “simple” question?

The reason maybe simple, the actor movement is replicated from server. so on standalone mode, will always turn,
but if you check dedicated server, the server will replicate movement to client, so the player movement will overwrite by server.

You can call the turn function on server, then should be fine.

I’m sorry, which function do you mean “turn function”? in which class?