Replicate character rotation on AddLocalRotation
After executing these events in my character blueprint, the character successfully rotates locally, however problems occur when trying multiplayer.
When the server (listen) player rotates, the other players see it, but when a client rotates, it doesn't replicate.
Is there a way to make the blueprint update to server? Or maybe should I rotate something else?
(Also, it's a third person game, AddControllerYawInput or something only turns the camera, I just want to rotate the mesh.)
ok, so you need to update rotation from client to server. Try this one
Make custom event that will run on server and tell server to update rotation of your actor so all client will be same.
answered Aug 19 '14 at 07:10 AM
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