Jittery first person view for clients

Much welcome. You can just run that rotation function off event tick or probably an event with a timer on a small timer loop. The pitch variable set in the animation blueprint with the constantly updating rotation variable can be implemented into your blend space for that seamless pitch on your vessel without the jitter of the corrections from the server.

I forgot to mention that this was in fact used for the animation blend spaces and assumed you had a blend space for pitching and movement… The pitch variable in the animation blueprint will provide the necessary information for it to work properly, by plugging it into the blend space on the anim graph.

If you’re just setting it exclusively where you posted the screenshot, perhaps by running the logic with the run on owning client and the server event calling the multicast may provide you with a better result. The result for me running a raw server event had all the clients moving the same when an individual client made inputs…

Looking at it again, I would assume “PitchStrength” would need to be set somewhere on a server event as well, otherwise it may be returning the default value and that’s what’s causing the fight between the client and server. You could perhaps feed that variable into the event itself also so that when it’s called locally it’s just passed on through much like the axis value is…