Local client rotation and replication woes

Hi all,

So I’m toying with a third person hack and slash prototype currently and I’m using the third person template as a base.
I’ve started to add network replication and things are mostly going OK, all movement replicates, attacks replicate, health replicates, etc.
However, I’m looking to tweak the existing TP controls slightly so that when a character attacks they snap their actor rotation to that of their controller, making it so that a player will always attack in the direction their camera is facing.

I’m having a nightmare trying to get rotation replicating properly, I’ve been looking through old posts and various Google search results and have managed to get most of the way there. The rotation of a character replicates perfectly on the servers client (as expected) and the rotation of each connected player is also replicated to the server and all other connected clients properly.

This is where things get weird. The only situation where the actor rotation isn’t set reliably is on the local client. It will snap to the correct rotation about 80% of the time but then out of nowhere will just stop setting the actor rotation no matter how much the attack button is spammed it just will not move. If the cmaera is then moved again slightly it will start setting rotation correctly until it then (seemingly randomly) stops again.
I am using the attached blueprint for setting rotation and replicating it to other clients.

It looks as if there is some sort of race condition on the client somewhere that is stopping the set rotation from being run locally. The controls being used are just the standard TP template controls.

Any advice would be greatly appreciated, thanks in advance :slight_smile: