For my FPS I am using an Aim Offset made from transform bone nodes to bend the upperbody of my character up and down.
When getting the rotation for the bones from control rotation it works great and smooth when rotating.
Now I need that to be replicated as I want to go multiplayer and with control rotation the client can not see the pitch (y) movement of other players.
I followed a few tutorials and tried to use get base aim rotation but that makes looking around jittery / unclean or you could maybe say it now has kind of clipping.
I tried to get the control rotation from the Player in the PlayerBP, connected it to the Tick and pass it to AnimBP but again, looking around then gets messy like with the aim base rotation.
Is there a way to get the clean mouse movement of control rotation but replicated?
Screenshot from PlayerBP, how I the replicated control rotation:
Idk if that helps but I use animations for the lowerbody and for the upperbody.
For the upperbody I just use animations for the arms like shooting and aiming. The Lowerbody ist just the legs moving.
Again, control rotation works fine when not replicated. When replicated server and client are visually clipping when moving the mouse or walking in any direction.
When I do not replicate the pitch movement as rotation for the (transform)spine and just get the rotation from control rotation movement is smooth.
As soon as I replicate the pitch the movement gets jerky.
I tried replicating it with getting the pitch from control rotation in the character blueprint, setting it on event tick when switch has authority then setting it a variable (rotator) and getting it in the animation blueprint but it just gives jerky pitch movement.
I tried base aim roatation as it already is replciated: Jerky pitch movement
I tried replicating it with custom events, one for server and one for the clients, each again setting the pitch as a variable tro get called in the animation blueprint but its again this unclean movement.
My Character has the camera attached to a springarm.
The springarm uses “pawn control rotation” and inherits “pitch, yaw and roll”, the camera does not.
In the character movement “controller desired Rotation” and “orient rotation to movement are not selected”.
Try using “is locally controlled” and a branch to set the base aim rotation for non local and unreplicated control rotation for local. Should be able to do it right in the AnimBP.
Even better, replicate and set control rotation to a replicated variable, pass that to non local/false side of “is locally controlled” branch in AnimBP, use get control rotation and pass that in to the local/true side of the branch. That should give you the smooth movement you seek locally and mirror it to the other clients/ players as well.