Hello, so I have this pawn that is has custom movement code and not using any movement component, I am trying to replicate it for a dedicated Multiplayer. My issue is, my pawn location replicates just fine but when it comes to rotation, my pawn stutters alot even though in replication I am doing Multicast and check if its not a local player controller(or LocallyControlled).
I have attached my Replication properties as well. I am not using bReplicateMovement but I am using bReplicates.
P.S: I have a OnRepNotify variable which when changed, Sets the Transform Variable visible in the screen shot and is set on Tick by GetActorTransform. My Location does stutter but very rarely. And this happens when I play on LAN.
it can also means you’re applying the transform on the client and the server.
i’ve noticed that on a pawn, if you have it to “replicate”, just setting the transfrom will replicate to clients. so no need to do anything manually.
you might need to manually replicate other components.
in my case, my movement was too complex and i really decided to do it on the clients, so i just don’t move them on the server. lame solution but…
I have this complex movement thing made up as well. But as you can see this is a racing game so I might need to do thiis. Also if I set to replicate only it does not do anything. It is because I am not using any movement component, rather working with physics based movement.
To be honest that is why I am replicating Transform and not replicating the movement through physics, it works for the location but just messes up the rotation completely.