Commenting this function, the character rotates fine on server and to all clients.
What I am doing not right, please correct me.
How I am calling this in the tick:
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!_bAltPressed) //Tick to call sync the character in real time
{
SynchCharacterFreeLook();
}
}
Where/Why and how the _bAltPressed is processed?
I used it to activate a free camera rotation without effecting the character rotation while the _bAltPressed is valid.