Camera Shake network issue

Hello,

I’ve been trying to get some sort of camera shake system that scales according to player speed. I did this through the use of ‘Client Play Camera Shake’. Here’s what I got…

I found that this caused all clients on the server, including the host, to all have the same camera shake. So while one person is falling, all players on the server will be having a camera spaz attack as well as the faller :L
Is there something I’m doing wrong? I’ve tried enabling Single Instance on the Camera Shake properties, but that just made a more suttle camera shake for only the host, regardless which client is falling :confused:
How can I fix this issue?

Thanks in advance

why are you replicating it? in my case with random values, it works just fine. what is before that logic?, even trying to do your setup, it still only plays on the client (no needed to do all that i think…if you need it to be client side only, make it run straight from the event on the client.

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Ah yes! I was wondering why the word ‘Client’ was there, guess I didn’t see the other one! Thanks!
However, I ran into another problem. This camera shake function is all run through a Custom Event that is not replicated. For some reason, it still causes all players to have their camera shake, unless I set the event from ‘Not Replicated’ to ‘Run on Owning Client’. What’s the issue?

i really cant guess the issue because i dont know what is before that node in your logic. you have to check from the initiation, you might be coming from a multicast.
other issue could be a bug playing it from the editor, have you tried to replicate the issue on packaged build?

The screenshot I posted is all the content in a function. This function is called within a custom event which is played in OnEventTick. I was thinking it could be something to do with getting Character Movement values, but I’m not really sure what the source of this issue is :s

i tried my blueprint on a sample template and it works fine. also, i dont recommend it to be called on event tick. Play camera shake has a reference return value, and there is a stop camera shake. if you want to make it change depending on the movement speed, i would stop the shake and replay it only when there is a change, and another event to stop it. else, your game is gonna execute the event every 0.2s even if nothing changed since you started shaking it (i think that the average deltatime on ticks)

Alright, I’ll do a full rework of this. Thanks for all the help! :smiley: