Multiplayer SetActorRotation

Im trying to create a multiplayer topdown shooter game. Im currently working on the mechanic that the player character always looks at the mouse position, i calculated the mouse position with ConvertMouseToWorldSpace and other functions. Now im trying to figure out how to make my character look at my mouse position so that other players also see what my controlled player does.

I tried it by using SetActorRotation both locally and per server event, but it only rotates every player character on the Client i control, the other clients see no rotation on any player char.

On the client you’ll need to reference the controller and set Control Rotation.

Control Rotation is already replicated to the server.

it magically worked with your solution without seeing your reply haha

do you perhaps know of a bug where Montage Notifies only work in standalone mode but not in client mode

No I do not. They work for me fine.

for me they work if i play the game as a normal game without networking, but if i play as a client, the notifybegin node of PlayMontage doesnt trigger

Have to see the setup. Montage node, any conditional logic to execute it and logic for the notifies.

Only thing sticking out is the possible usage of nodes asking for index somewhere in the pipeline. Like get player controller (index) etc. Those are all single player/local coop.


i have a macro that gets triggered on the “started” node of my input key event. on notify begin it calls ReloadWeapon which triggers a server event that sets my ammunition amount on the server to a new value


it has a montage notify in the animation,
i tried all three network modes, Standalone and Listen Server trigger OnNotifyBegin, Client Network Mode doesnt trigger it

nevermind mate, i found the error. on my multicast play montage so that the other player see me reloading, i set the multicast to accidentaly only play on myself, for some reason that stopped my local montage from playing and calling the notify

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