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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:

https://youtu.be/f8l2LgRmw6g

Product Version: UE 4.20
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asked Nov 18 '18 at 08:28 PM in Bug Reports

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mihovil
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avatar image Jeff A ♦♦ STAFF Nov 20 '18 at 10:04 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

avatar image mihovil Dec 04 '18 at 04:31 PM

I switched to 4.21 and the jitter seems to be gone. Almost as if some optimizations have been done in the code.

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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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answered Dec 04 '18 at 06:01 PM

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TheSubZer0
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