Hi!
Edit: [Video link of test showing issue.][1]
I noticed something weird with Character Rotation when running in networking.
Basically, my interp is not running as fast (about twice slower) on remote side as it is on authority side. problem doesn’t happen when running offline or as listen server and only for possessed character. From my test, none possessed character have their rotation replicated from server so it is same value as on server.
In order to do this test, I made an empty project, created a Character Blueprint, disabled “Use Controller Rotation Yaw” from it and added this on Event Graph:
http://puu.sh/kobRk/c960ee6e03.png
I then check Dedicated Server and hit play. Now when I look at printing of my interp, here is result:
http://puu.sh/kobWq/3060c1316c.jpg
You can see that Yaw on server side is already done and client side is still running.
Any ideas on what could be cause here? I really don’t know why it’s doing that but it does. From my further test, it seems to be related to “Set Actor Rotation” not doing his work properly on remote side which make interp go slower. I did try to use a variable as current for interp that I then set when it leaves interp, speed becomes same but rotation gets choppy, like if it was skipping frames on set rotation sometimes.
I also done this test using Controller rotation, it works as intended for it.
same test with a Pawn is also not causing this issue.