Incorrect rotation when switching characters?

When you’re standalone or server and use possess from one character to another, you rotate to the camera view of the new character.

When you’re a client and switch possession, the rotation stays the same between the two characters, jerking the rotation to match.

Setting the control rotation after possession causes a frame of incorrect rotation before fixing it.

Any ideas? Thanks.

Been trying to figure this out for a few days now.

After digging through about 100 links, i found this. Sounds like it’s an issue with the possession function that i will have to fix in a janky way with set rotation? I assumed it would be some setting somewhere I needed to change.

Setting control rotation after Possess() should not cause a frame of lag. We’ve been doing it that way for at least 5 delivered projects.

We have a C++ function that fires when switching characters that possesses the target character and does logic to restore control rotation. It’s never caused a lag frame that I’ve ever seen. :thinking:

It seems that it was my use of base aim rotation, for whatever reason the server aim rotation lags behind the possession. My hacky solution below:

This is used in a branch in the animation blueprint to control the amount of bend in the spine: