Client Look up & down Jittery (true first person)

Hi Everyone! this has been driving me nuts for days now…

So the issue is that the client pc’s have a jittering effect when looking up and down. The looking up and down is all done through the characters animation blueprint using a set rotator w/Notify as below:

Set w/notify:

The Server_Look & Client_Look events are pulled from the main player char blueprint, the server using “Run on server” replication and the clientLook using “multicast”:

The only way i can seem to find that fixes the jitter is by replacing the server_look with the client_look. However this causes the normal replication of looking up and down to show as this from the clients pov (for some reason the rotation changes…):

Change to fix:

Resulting Issue after the change:

Lastly this is my anim graph, where i set the rotation of the spine’s in the skeleton:

Hope this all makes sense, if not ill give more info :slight_smile:

Thanks,
Rory

The jitter is the server correcting.

For the server and simulated proxies use Get Base Aim Rotation. You do not need to replicate an aim offset rotation. It’s already handled.

Why are you doing IK versus an actual aim offset blend space?

Hey This worked a charm! However now having a weird shake when running standalone multiplayer.

issue below:

cant for the life of me figure out why its doing this… (only happens when testing multiplayer from server and client)

Aim Offset Funct:

Ps. Used this video to replicate the base aim offset as it caused the camera to move to the floor… vid : https://www.youtube.com/watch?v=K1Pm6MPSXoI

New AnimGraph:

I belive the issue is todo with this?

image

Just for testing purposes im only using pitch at the moment.

Replace Control Rotation Rep with Get Base Aim Rotation!

Jitter, what you are calling shaking, is server correction.

DO NOT REPLICATE ROTATION!
THE CHARACTER CLASS ALREADY DOES IT!

Okay makes sense :slight_smile:

Using Get Base Aim Rotation this seems to happen:

Pitch just decreases to looking at the floor. i assume its to do with my pitch value?

This is my character input setup:

and this is the new offset function:

Why is the character reference Replicated? It shouldn’t be.

Using Event Blueprint initialize Animation : Try Get Pawn Owner → Cast to your Character Class → Set a reference

Yeah ended up rebuilding the character. In my lack of knowledge i think i managed to tick a few too many replication settings… Now works perfectly using your method!

Thanks for the help mate!

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