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How do I set use controller pitch on client?

Hello everyone, I've set up a system in which the player switches to use first person arms when aiming, however in order to get the arms to move up and down, use controller pitch needs to be enabled. The issue is that while in multiplayer, the player's pitch is replicated no matter what, so when I look down in multiplayer the model looks downwards as well. Here's a quick video of the issue: https://www.youtube.com/watch?v=NWSC6_N05eY&feature=youtu.be

You can see it works fine for the client, but not for the server. Thanks for any help in advance!

Product Version: UE 4.16
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asked Jul 12 '17 at 01:27 PM in Blueprint Scripting

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check if the actor the current instance of the game is the owner of that character and disable pitch if not

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answered Jul 12 '17 at 04:57 PM

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avatar image ajfe Jul 12 '17 at 05:50 PM

I'm not quite sure how to check that with the way I have it set up.

Right now it's just a function in the player blueprint that controls everything.

avatar image MatzeOGH Jul 12 '17 at 06:33 PM

Use the hasAuthority blueprint node If you dont have Authority disable the pitch

avatar image ajfe Jul 12 '17 at 10:54 PM

Well that means only the client would be able to set use pitch, and the server can't.

avatar image MatzeOGH Jul 12 '17 at 10:59 PM

That way you get the correct rotation on the client. But other clients don't see you pitching down

avatar image ajfe Jul 13 '17 at 12:13 AM

Right but it doesn't work that way for the server player

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