Networking; Replicating Turret Rotation + Double Input Issue

Hey, thanks for the detailed reply!

That’s pretty much how it all is setup at the moment, they’re both 2 different pawns with their own inputs. Just that the turret is attached to the hull.

I’m getting both of those via the Level BP and pass them onto my GameMode. This is where I then attach the turret to the hull and have each player possess one part. Currently it’s setup in such a way that the player hosting the game will be the driver, the player joining handles the turret.

Maybe not the best way to set it up, and it will get messy if I intend to have more than one tank. But so far it’s just to serve as a prototype, so that’s fine.

I tried the method you described, using input axises, however they only work for the listen client - for the other client it wouldn’t work at all and always return 0.0. Whether this was a bug or me using it wrong, I don’t know.

The reason I get 2D mouse is because I was initially trying to set the cursor to the center of the screen with every tick since games tend to do this and then just check if the cursor has move left/right/up or down for aiming.

See this video; - YouTube for an example of what I mean. There are 2 green squares, one’s always at the center and the other is the cursor.

However I wasn’t able to achieve this since I couldn’t figure out how to set the mouse position to a custom one. I know there’s a function for it but it has no exec pin - so I was rather confused as to what to do with it.

Movement of the tank is already replicated, however the rotation of the turret is not*(yet)*. Last I looked at it, I need to fiddle around with replicating variables.

And I’ll probably replace aiming the turret with some camera stuff rather than raw input at a later stage.