orient rotation to movement is jittery
When using "orient rotation to movement" of the CharacterMovement component in a client/server setup, the rotation ends up being jittery. This is not always visible, but the slower the rotation and the bigger the character -> the more jittery it gets.
My theory is that in this setup server rotation is being replicated to client, but there is no smoothing mechanism on the client that'd make rotation less jittery. I can only prove this by a video i made:
asked Nov 18 '18 at 08:28 PM in Bug Reports
You must replicate all objects in the character, including root and character movement. (Do not replicate the animation at all!). For the size of the object: (the character should be called to the players their relative transformation, otherwise it would be more like putting a giant puppet attached to a tiny character in this case.
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