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How would you replicate rotation changes?

I've created a type of top-down game out of the 3rd Person Blueprint template.

The characters should always look at the mouse, and can run in any direction with WASD.

I'm trying to figure out how I can get all characters independently rotating to look at their respective mouse locations, and replicating that behavior so all clients see the same thing.

Currently I have the Tick Event driving a "Get Hit Result Under Cursor by Channel" node to calculate the new actor rotation each frame using the "Find Look at Rotation" node, but I don't know how to get that to work in multiplayer situations.

The more detailed an explanation you could give me, the better, because I'm stumped.

Thanks!

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asked Aug 13 '14 at 04:43 AM in Blueprint Scripting

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nopunintendo
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avatar image Mercus Aug 30 '14 at 07:04 PM

Epic did a nice set of tutorials on Blueprint Networking - if you're doing networking for the first time it is quite a good way to get introduced.

https://www.youtube.com/playlist?list=PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc

Sorry I can't help you more, I do everything directly in code, but the above should cover the basics.

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