Hello,
I need the opinion of people who know how UCharacter and UCharacterMovement replication works.
In my game, I need a character to be attached with a relative position of 0 to a component of another replicated actor. The component deliberately uses a different relative position between the client and the server.
The problem is that the replication of the character forces it to move and ignores the relative position of its parent. [See image 1]
I would like to force the replication of the character to be based on its relative position when attached or when I define it (With a bool or something) as it does by default when it is on a platform. [See image 2]
For the moment the best way I have found is to force the location I want in an override of UCharacterMovementComponent::OnMovementUpdated
. I’m not sure it a good method.
Thanks!