I am trying to handle the transition from a “free-look” camera to an aiming camera – with a multiplayer setup.
OrientRotationToMovement is ON and UseControllerDesiredRotation is OFF.
I move the character towards the camera, then I set OrientRotationToMovement to OFF and UseControllerDesiredRotation to ON.
Client A turns the character clockwise while Client B turns the character counterclockwise. The server picks its own as well. There is no consistency.
What I need is to be able to force all of them to go in a particular direction (based on which foot is up so there’s no leg-clipping during the turn). I tried rotating the actor a little to one side hoping it would choose the smaller rotation but it doesn’t work. The movement component has its own ideas.
Please tell me I don’t have to make a custom movement component.