I’ll have to look into the UsePawnControlRotation next time I try this. It looks like the camera that spawns on the server works like a charm, it is only client side camera that is not connecting to the player.
if I put print string in the constructor for the Camera BP I can see that 2 are being created. It is like the setViewTargetWithBlend is only being called for the servers player.
@Humanasset What do you mean when you say you’ve had to force replication?
I understand that certain custom movements may required movement prediction in order to execute. I can’t be certain that’s what I need here but my movement events seem very straight forward, also this would requires some C++ knowledge to which I don’t entirely feel confident.
There is a chance that my jitters could be network related but even still I feel that this blueprint to spawn the camera seems correct.