Jittery first person view for clients

If you are using Character movement Component then note anything you do on the server will be applied to the client eventually. Either by a teleport or interp (location, rotation, State, movement mode etc)…aka a correction.

So the general order of things is to apply local, then RPC server to do exactly the same with the same exact values. All the values should be obtainable by the server, so you shouldn’t have to pass anything…in most cases.

For rotation (pitch, yaw) you’ll typically use Get Controller -> Get Control Rotation on the server side.


If everything works when playing as server, then the issue is more than likely server correction.