Hey fella’s,
Trying to move away from the physics force concept for my multiplayer game. Force was working fine with this method, but now that I have switched to floatingpawnmovement component, the client is unable to move. (the server can)
I have designed it so that the server will be in control of applying velocity. I have a rotation component aswell which works with this same method.
Just need some fresh eyes to show me what I am doing wrong. please ignore the ‘sails’ logic, as this was a quick fix until i had the proper concept.
i have two seperate events so that I can run the forward vector velocity on a tick so when the boat rotates, it moves in the right direction.
Is there something I’m missing with the float component concept? or is there a better solution to forward vector movement with replication?