Trying to replicate the charactermesh rotation it appears that the rotation can only be replicated to the server, but not from the server.
Replicate a float or rotator value from owning client to server.
Multicast the float or rotator.
Set or add rotation of Character Mesh.
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
- Can you reproduce this issue in clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide screen shots of any blueprints that may be involved with this issue?
If you input any other mesh other then the character inherited mesh it will work fine.
Could you try using the “Set Control Rotation” node (Get player controller > Set Control Rotation) instead of the “Add World Rotation” node and let me know if this makes a difference?
The result is definitely different - it does replicate. Although it’s also definitely not a desired result lol
If this isn’t for april fools, I have to note, that the intention is to replicate the rotation of the character mesh, without affecting the character capsule or control rotation.
After going back through and running your original test I was able to have my mesh rotate using your original setup (set world rotation). Would it be possible for you to provide an example project that exhibits this issue?
I took a look at your project. I was able to reproduce the issue in that project and so I have written up a report (UE-29199) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day