Hello everyone!
I have an issue with rotating character in multiplayer. The character owned by listen server rotates just as expected (on both server and clients) but for some reason the rotation of character owned by client is way too slow.
Just from a quick glance it doesn’t seem like your SetCharacterRotation inside the nested if conditional takes DeltaTime into account. The SetCharacterRotation in the nested else condition does and I would assume any rotation operations should.
Just from a quick glance it doesn’t seem like your SetCharacterRotation inside the nested if conditional takes DeltaTime into account. The SetCharacterRotation in the nested else condition does and I would assume any rotation operations should.
I misunderstood your response and commented wrong earlier.
The SetCharacterRotation() inside if conditional doesn’t need to take DeltaTime into account.
The if conditional tests if the desired rotation and current rotation are almost nearly same. In that case, DeltaTime becomes irrelevant.
The conditional tests works on server owned character (for bother server and client), or in single player. No issue there. Something is messing the rotation of client owned characters and I am not sure what