I want the player in my game to not move backwards or sideways as fast as forward. It is easy to implement via clamping… in the single-player mode, but in the multiplayer the user can easily bypass this clamping via the external “memory scanners” that directly call the AddMovementInput, without the clamping. I guess the AddMovementInput function anyway transfers the moving command to the server since only the server has authority to replicate the game state to the clients, client do not have direct access to each other, so I need a code of a class that inherits from the character and overhauls the movement input on the server-side.
Bump. The topic is actual.
Double bump.
You could probably override the character movement system with a custom inherited class and then override the GetMaxSpeed function to take into account the characters direction and then override the return value via added speed inputs for side an back.
The main thing that decides on the logic is if the game is first person or third person and if the character follows the controller rotation.
if it’s third person then you might need to get the camera manager and get the rotation from there.