Hello,
it seems epic still didn’t solve the network code for relative rotational networked movement replication. Sorry for the late reply.
I need to download an unreal version 4.18.x and download my old files from cloud. Can take a while, but you guys could send me a discord link and I could show you a direct comparison between the original and the modified CharacterMovementComponent. But I can’t promise, we get it right working from the beginning. Was quite a bit of trial and error until it worked.
I didn’t keep working on it further (clean up etc.) because I discovered another annoying bug, which epic didn’t solve until today.
They renamed my original issue title, which was definitely the better description:
“Client player slides over rotating platform, instead to move relatively with it”
If you rotate your platform at a really slow rate (can’t remember at which rate), the player will hover/sliding over the platform, as if it wasn’t rotating, which the platform keeps rotating. It isn’t a big deal, if you aren’t a perfectionist like me. But I gave up on UE until they get those bugs fixed.
If I remember correctly, it was a network issue. You should able to test it with the example project I linked in the first few posts.
edit: here’s the link to the original bug report on answers.unrealengine:
https://answers.unrealengine.com/que…rm-instea.html
So, if you still want to solve the rotation thingy, we can take a look at the changes I made. I was just really disappointed, because I couldn’t reach out any offical epic guy, to help me with this issue. The jittering one, or the sliding one. I’m still curious how other games did approach those issues.