I cant seem to replicate control rotation no matter what i try. the only thing remotely close to replicating it i have been able to do is setting the actor rotation with the passed pitch rotation variable which yielded somewhat helpful results, but in the end it bugged out the character’s rotation as a whole.
Here is a screenshot of the logic i am using to try and replicate the control rotation pitch to all clients:
All i need to do is just replicate the control rotation pitch of the pawn, but after searching the forums for 2 entire days and trying absolutely everything, i am at my whits end and cant find the solution no matter what i try.
what are you trying to do? I cant see a reason to replicate control rotation, if you’re trying to replicate say aim rotation you GetControlRotation, save it to a rotator variable, replicate that and then set the aim in the AnimBP
i want the control rotation of the pawn to be replicated so all non owning clients have it, currently only the owning pawn and the server know the control rotation which is causing the control rig i am using to show where the player is looking at to show the incorrect pose of the player
The animation BP directly uses the control rotation of the player it is animating to determine where the player is looking at, I have also tried to get the direct angle of where the player is looking at in degrees to save it to a replicated variable so that that can be used, but that also didnt work for me.
^Here it sets the vatiable to the control rotation via the server and replicated
In the debug log, (i cant post more than one SS in this reply because im new) it still shows that the owning client and server gets the correct variable, but the other client doesnt get the correct replicated variable.
How can this be? if the server replicated a variable itself, how can it possibly be that the other non owning clients still have the incorrect number???
This is the direct logic that handles the angle of the head where the player is looking at, maybe i did something wrong in here. this is in the tick event of the animBP:
basically used this rotation variable to set the rotation manually in the non replicated tick event of my player, (needs smoothing and clamping ofc)
and this variable is used in the animBP directly since its correctly replicated. hope this helps somebody since this issue has been bothering me for days and it was really annoying to solve, was just about to give up on it.