Blueprint multiplayer, server controlling player movement

Hi guys we’ve been having issues getting the clients update on a camera rotation. I’ve read similar threads that say this needs to be done through the server but this causes major lagg.
Such as the following thread

I myself am not a programmer, this is an issue that one of our team members had been having. Does anyone have any advice?
Thanks

did you use 's method or mine?
And, if camera movement is not tie to character/pawn movement, just don’t replicate that part would be fine.

Hi PenguinTD, We used a similar method to 's method but for some reason its still causing input lag is there a way to fine tune what gets replicated in the character components?
The server automatically resets the control rotation at the beginning of every frame.

How can we rotate the camera on the clients side only? (without the server even knowing its been rotated so it doesn’t rotate back each beginning of a frame)

character itself is replicated by default(the Actor container), character movement component is replicated, and more efficiently then you control all the details by yourself since it’s optimized. All the rest BP variables you have to manage the replication.
There is a switch to not snap camera back to where the character/pawn is moving(I think it’s UseControllerViewRotation).
If you want to reduce lag, do your replication via event, not polling changes by OnTick.

Also, if you want camera to not follow character or inherit any rotation movement, you would need to set it up differently than traditional TPP template.
ie. the spring arm maybe need to parent on something else so it doesn’t rotate with the pawn.

And, you can also roll your own solution like in content example, there is a UFO where the camera can be independently moved.

Thanks for the help, it was the using tick event not the input even that caused that lag :slight_smile: