Control rotation replication for custom pawn not working

In a test project I have inserted this same simple setup into both a character class and a pawn class. The character class displays the correct rotation when input is supplied, but the pawn class only shows the default rotation (0,0,0). Both classes are using the default playerController class. How do I fix this?

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Same issue here, any fixes???

For characters, controller’s “Control Rotation” is replicated from client to server by CharMoveComp, UCharacterMovementComponent::ServerMove_PerformMovement and ServerMove_Implementation

Unfortunately, that means that on pawns you’ll have to sync it yourself. Remember that because of high frequency ticks, in movement server function is unreliable, I’d recommend keeping it like this for your own Pawn server function where you set controller rotation according to client data.

I specified the code for a pawn, but you can also move it to an actor component with slight changes if you want.

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Edit: in tick after cast should defenitely have “Has Authority” check and proceed only if Remote