Im using the official 4.7.3 release Version, with windows 8.1.
If i enable network, my TP character is jerking around the z-rotation axis.
It has something to do with the network replication.
I think the server wants to adjust the character rotation and that causes the character jerking. (not the camera is jerking, its the character)
And it happens with a clean project:
create a thirdperson c++ project with 4.7
open the character blueprint and enable “use Controller Rotation Yaw”
under Play, enable “Run dedicated Server”
Use A and D to strafe and you will see your character jerking
This sets if the character should automatically rotates towards the movement direction.
bUseControllerRotationYaw = true;
If this is true, the camera/controller sets the character rotation.
Am i right?
But, it will be the best that if bUseControllerRotationYaw is true, that bOrientRotationToMovement will become false. I dont know in what situation we want to have both true. That only causes bugs.
I made this function:
void APADefaultCharacter::SetCameraRotatesCharacter(bool Pitch, bool Yaw, bool Roll)
{
// If true, the characters rotation is set in camera/controller direction
bUseControllerRotationPitch = Pitch;
bUseControllerRotationYaw = Yaw;
bUseControllerRotationRoll = Roll;
// If true, the character rotates toward the direction of acceleration, using RotationRate as the rate of rotation change
// you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
if (Pitch || Yaw || Roll)
{
GetCharacterMovement()->bOrientRotationToMovement = false;
}
else
{
GetCharacterMovement()->bOrientRotationToMovement = true;
}
}