AimOffset Pitch in multiplayer

Here is the solution for C++ multiplayer, but please help and describe the math, I would really appreciate that!


void ACPP_1Character::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    if (!IsLocallyControlled()) {
        FRotator NewRot = FirstPersonCameraComponent->RelativeRotation;
        NewRot.Pitch = (uint8)RemoteViewPitch * 360.f / 255.f; // to compress to 1 byte [edited to help others]

        FirstPersonCameraComponent->SetRelativeRotation(NewRot);
    }
}

But please explain me why do use this math

And if I am right this one:

, is used to not do for you character, because you do not need it, and it is already happening or not?

I only catch on 360°(degrees), and 255 is the limitation of uint8

Why is RemoteViewPitch is 255 only instaed of 360 (to save some memory or what?)