Networking; Replicating Turret Rotation + Double Input Issue

With that “EventPostLogin” setup, you are possessing the Hull and the Turret with Player 1. A Sequence Node will call 0, then 1 etc.

Also, yes using the LevelBlueprint might not be the best method. You could just spawn them in the GameMode.

How about you do something like this:

Remove the Turret from the Map again and spawn it runtime:

OnPostLogin Function that handles new Players (even the Server that hosts)

http://puu.sh/olIE7/092d6fa716.jpg

Spawn the Tank (TankSpawnTransform is just 0,0,0 in Location and Rotation and 1,1,1 in Scale)

http://puu.sh/olK2w/559fa82d39.jpg

Spawn the Turret (We attach the Turret to the Tank, so the SpawnLocation is not important)

http://puu.sh/olK5Q/ed1aa26bc7.png

Variables were created on the fly. No replication for them, cause not needed and GameMode only exists on Server anyway:

http://puu.sh/olK7r/ebd9f22929.png

Now for your Turret Movement Problem. Here is a really simple setup to replicated the Pitch and Yaw Rotation of the Turret Mesh to everyone else:

LeftRight Movement with Comments:

http://puu.sh/olKJk/4164f6effb.jpg

UpDown Movement without Comments, since it’s similar:

http://puu.sh/olKLZ/13f8ca8a8e.jpg

Result of the Turret Rotation Replication with 2 Players (Server and Client) + one extra Player to show that it’s actually replicating to everyone. Server is in the upper left corner. Controlling Client 1 in the lower middle and the additional Client2 in the upper right corner. The grey Block is the Turret and the other thing beneath that is the Tank body. As you can see, the grey block is turned left up on all 3 screens.

http://puu.sh/olKNZ/a1d232ea24.jpg