Has anyone run into an issue where they are unable to set the rotation of the default character mesh component?
I am running some code to update the mesh rotation to the normal of the surface (I want each client to run this locally) but if the character is moving, the rotation of the mesh component resets back to upright.
I’d be happy to be pointed in the direction to disable any replicated mesh rotation values.
This doesnt happen on a new mesh component, but then I cant run Root motion movement off it, as Root motion requires the base mesh component!
I am not using either of those variables. This is the mesh component specifically, not the character itself.
Its strange because the character mesh rotates fine when the character isnt moving which is making me believe its some sort of lag compensation setup in the character class.
Oh interesting, I didnt realize the CMC applies things to the child components. My functions are setting world rotation straight on the skeletal mesh and attached is an image of the rotation settings in the CMC. The strange thing is that the functions run on all clients including the server, so I dont understand why rotation resets to 0,0,0 during movement - if it was replicating something from the server it would be a very similar value.