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
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!!