Ok, so I think I’ve found out why this doesn’t work in my case with multiplayer, but it does in ShooterGame example.
ShooterGame example uses a c++ function that is exposed to BP. It’s code uses a function called GetBaseAimRotation(), which has in it’s definition this:
// If we have no controller, we simply use our rotation
POVRot = GetActorRotation();
// If our Pitch is 0, then use RemoteViewPitch
if( POVRot.Pitch == 0.f )
{
POVRot.Pitch = **RemoteViewPitch**;
POVRot.Pitch = POVRot.Pitch * 360.f/255.f;
}
return POVRot;
Note RemoteViewPitch! RemoteViewPitch is a replicated property(?), which is: “Replicated so we can see where remote clients are looking.”
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/APawn/RemoteViewPitch/index.html
In other words: there is no simple way of getting(afaik) the view rotation of remote clients using BP, which I need to offset the aim of the character on the other client…
Epic, could you expose this property to BP please?