Dear Friends at Epic,
This is a great one to try and repro, as its a bit of an involved setup
I could upload a version of my game for you to test if you think that would be better / faster!
#Video
I have posted a youtube video that clearly demonstrates the issue (in a subtle way to those not looking for it).
starting at 3min, for the rotation of client and then server character
Again note this is all occurring within my in-game editor, while in-game, the editor ui is never seen, nor is my beta watermark, or is my windows taskbar
I noticed later that a .cpp path is visible, so I added to the video description “Joy of UE3 c++”
In the video around 3 minutes
I show how the client character behaves (right screen) when rotating on platform that is being rotated by the server player
next
I show how the server character behaves (left screen) when rotating on the platform controlled by the client player
This video clearly shows how:
the client player is not rotating to match the rotation of the SMA like the server player is
#Repro
In a multiplayer game:
Have a static mesh actor with replicating movement and all other things about it replicating
during the game time, have this Static Mesh’s Rotation be changing, not using matinee, but using c++, perhaps to have its yaw continually rotating.
I was using
SelectedActorTransform = GetTransform();
SelectedActorTransform.ConcatenateRotation(RotAmount.Quaternion());
SetActorTransform(SelectedActorTransform);
#The Issue
In my case, using Beta4, I notice the following:
Server’s Character
In a listen serer, the Server’s Character rotates perfectly, 1-to-1 for each angle of change of the SMA, so the character looks firmly based on the rotating SMA
The client machine’s also see this perfect smooth behavior of the server’s character
Client Characters
Client characters sometimes do not rotate at all when based on the rotating SMA, and if they do, they do so sporadically, not with a 1-to-1 motion for each angle of change of the SMA.
This inconsistency makes it hard to design a multiplayer platforming game
If there is a way around this please do let me know!
Again, this is all done in the c++ , nothing done in matinee or anywhere else
Rama
PS: a pic for your ref