I’m still learning multiplayer replication and can’t figure out an issue with movement. The setup is an Actor Component inside an Actor, on the server, I attach the Player Character to that actor and send input to control it.
The attachment works, and the input is received correctly, but the movement behaves differently on the client than on the server, the problem only occurs on the client side.
I’m clearly missing something, but I haven’t been able to identify what. Any ideas on what I should check?
I’m using
AddActorWorldOffset() and AddActorWorldRotation() inside the actor component Tick() to simulate the movement, and using AttachToComponent() with ServerRPC to attach the player to the actor.
MopedActor.cpp (5.5 KB)
MopedMovementComponent.cpp (2.9 KB)