[bug] Pawn::bUseControllerRotationYaw should be deprecated, replaced by CharacterMovement::UseControllerDesiredRotation. Because the former is buggy in multiplayer

Dear Friends at Epic,

In offline play bUseControllerRotationYaw is fine, but in Mutliplayer, on the client, using bUseControllerRotationYaw is buggy, when used by itself,

#Repro setup

unchecked bOrientToMovement

unchecked UseControllerDesiredRotation

checked Pawn->bUseControllerRotationYaw

On a client game with simulated network lag, this leads to buggy results.

Having THREE options now is also confusing, especially when two of them should be equivalent

Pawn::bUseControllerRotationYaw should be deprecated,

replaced by CharacterMovement::UseControllerDesiredRotation.

#This Setup Works

unchecked bOrientToMovement

checked UseControllerDesiredRotation

unchecked Pawn->bUseControllerRotationYaw

#4 Hours

I spent the better part of 4 hours to figure out how these 3 functions interelate, and I really think you need an enum or a switch so that you cant have this setup

checked bOrientToMovement

checked UseControllerDesiredRotation ← GETS OVERRIDED

and

Pawn->bUseControllerRotationYaw

just plain doesnt work in multiplayer with simulated lag conditions, it causes jitter and visual weirdness

#Summary

This arrangement of options needs to be looked at and made more user friendly, I spent 4 hours to finally find out the correct setup (admittedly I was also trying to use a custom movement comp to get around the jitter I was seeing, and those dont work right now in 4.2)

So please

address this :slight_smile:

Pawn->bUseControllerRotationYaw is redundant also the lesser / buggy of the two options, the new one being

UseControllerDesiredRotation

but oh that gets overridden by

bOrientToMovement

#CONFUSING!!

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you

And that is without counting AIController “bSetControlRotationFromPawnOrientation”, that seems to override all those options back to the “bOrientToMovement” behavior