Bullet Trajectory Losing Z Value Through Server Replication - Help!

Hello!

I’m having an issue with the Z value of the rotation while replicating from the server. First, here’s what’s going on in Blueprint:
Character Event Graph

Character Event Graph Function - Get Bullet Trajectory

It’s all fairly straight forward and works fine while playing as the server however clients seem to be missing exactly 112.318 units in the Z scale. The rotation works fine on both clients and both can shoot, but the bullet starts -112.318 units lower than when server is playing and I can’t figure out why.

Client


Server

I’ve tried both a replicated function and direct from the source of the variable linked directly into the bullet spawn.(exit node currently unused from the function demonstrated and has since been rewired, effect remains the same)) To fix it I can just 112.318 to the Z in the function, but that doesn’t seem to help as the rotation is still skewed. What’s going on here?

Here are screens of values of the location and rotation from the transform from On Tick.
Server/Client
yyzgDPj.png
Server Only
BytTMjr.png

Comparison of weapon socket locations & rotations and player mesh locations & rotations.
qPAep9t.png

I think this may have to do with this: https://forums.unrealengine.com/archive/index.php/t-21255.html

Does anyone have an ETA on 4.5?

After a lot (a lot!) of testing, I’ve determined that this problem is not directly related to the propagation of pitch through multiplayer (I’m replicating this properly). It seems that the firing location origin (issue) works fine in Single Player and Listen Server but fails on dedicated server (images above).
Below is an image of a client shooting while playing on a listen server. I’d added in single line traces to demonstrate the origin. The projectile is also spawning here and I’ve tested that by shooting over the platform on the far left, which previously blocked the bullets which were spawning from the feet.

As such I’m pretty sure that it’s a bug somewhere in the Dedicated Server code. Does anyone know if this bug is being tracked?

I’m still having some pretty significant issues with bullet replication. This seems to be getting worse on larger maps as I move away from the example map. The AI have been frequently shooting themselves due to incorrect origins of bullet spawns.

The yellow values are the origins of the bullet as they spawn from the AI. The other values are the bullet impact points.

This shouldn’t be happening as the bullet functions are all Authguarded and run server side only…

Has anyone had any success using Blueprint only for a shooter game?

Is there any additional information I could submit to get some help with this?

it is known that if you move away from origin(0,0,0) in world space too far, there will be lots of precision issues.

and, since you are testing with dedicated server i assume that you compiled your binary? maybe you can setup a debug session that attaches to your server process and set a break point to trace what gets sent to clients.