Allow rotation in root motion not updating properly on client side.

Hello!
I have an issue with AI rotation not replicating properly on the client side when using root motion. i.e AI character using a combo while rotates, the client sees a straight root motion, and when the montage ends, teleports to the real server’s final location including the rotation over time.
In the video is pretty clear and I added the BP at the end.


and happens 3 times.
There are certain conditions that need to be met, otherwise won’t happen at all:
-Allow rotation using root motion has to be on.
-Usually happens on top of hierarchical instanced meshes, or spawned meshes that were not part of the persistent level at initialization.
-Network might need to be saturated. Or a high pace combat.

Worth to mention, it is not happening 90% of the time, it feels like happening over time, which makes it harder to isolate the issue. I’m also using GAS, but thou shouldn’t be relevant since AI is always server-initiated. I’m also prioritizing net updates on AI to be completely sure positions of AI are refreshed, is there a chance that the rotation + root bypass the network priority?
Does someone know what could be potential issues or way Should I force net update on the tick notify maybe?

Any pointers or clues will be much appreciated, thanks!

I hope this bug can be fixed as soon as possible

I have found a necessary way to reproduce this problem. (UE5.1, UE 5.2 -preiview)

Create a new third person project, import an animation, set it as rootmotion, create a montage, and set any

Create a new level and set it to start game level,

Set character playback montage

To package DS, create new TestServer. Target. cs,

Use the source version to package DS and client.

Start DS, start 1 client, input cmd open 127.0.0.1, join the DS

After fully entering, start the second client and join the DS,

Play montage on Client1 and rotate character any angle, then you will find that the character movement of Client1 in Client2 is abnormal. After montage is played, the position will be corrected…

same problem. have you sloved this bug ?

Thank you @kest for helping, at least now we have a way of reproducing it.

It is still happening until today. However, I’ve found a way to brute force the location that I don’t recommend, but that I use as a fallback.

Once my AI is in less than X units or in combat mode I start checking its server and client location with a timer. If the server-client distance is higher than 3 meters for more than half a second I start replicating the capsule component, which will override the client side root motion.

You will see a tiny flicker of the server correcting the client when root motion discrepancy is quite aggressive, but at least will be correct since the capsule now is king.

Again, this is NOT A SOLUTION. It still happening over time and is a game-breaker.