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How can I replicate character rotation?


I've been trying to get rotation replicating properly in my prototype. I've tried a variety of methods and while the rotation seems to be replicating well from the server to the client, the client's character seems to be maybe double-transforming for some reason. You can see my problem in the video HERE, where the server is the controlling the character on the left and the client is controlling the character on the right.

Below is the relevant graph from the blueprint of the character which derives from Character. The SmoothRoll event is called on Tick in the same blueprint, and PawnRotation is set in the player controller blueprint. VertSpeed is set on Tick.

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I've tried many different methods but I must be missing something. If you can suggest the most efficient way I might make the client's character behave like the server's, I would appreciate it.


Product Version: UE 4.21
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asked Mar 25 '19 at 02:00 AM in Blueprint Scripting

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Hello I had the exact same issue as you. After a lot of trial and error i came up with the following solution: Set the player controller replication to True (Replicates), Replicate Movement to False Character to default replication settings

Now for the character graph:

Create a Branch(IsLocallyControlled)->True-->SwitchHasAuthority-> False-->Nothing
Authority->CustomEvent( Multicast) =SetActorRotation(RinterpRot) Remote ->(CustomEvent on OwningClient)=SetActorRotation(RinterpRot)->CustomEvent(Server)=CustomEvent(multi)

Where RinterpRot is the out node of your rinterp The jitteriness and the lag are not there with this setup and the rotations seems precise Let me know if it works

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answered May 13 '19 at 11:25 PM

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