# Pitch of camera not replicated in function

**URL:** <https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751>\
**Category:** Blueprint\
**Tags:** pitch, Replication, unreal-engine, Blueprint, question\
**Created:** [May 26, 2015, 1:14am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751 "2015-05-26T01:14:34Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![0\_FixYourGame](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0\_FixYourGame](https://forums.unrealengine.com/u/0_FixYourGame)\
**Post date:** [May 26, 2015, 1:14am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/1 "2015-05-26T01:14:34Z")

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![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/7/9/5792d22ecc3c8713475c05a281782e482b3f7336.png)  
 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/4/5/e45d8c43b094c55babd6fcf3927f525edd2d5c39.png)  
The camera yaw seems to be working no problem and the line trace is replicated from the clients initial position, but the pitch does not seem to replicate, all the line traces are on an eye level plane.

[![]( " - YouTube") ](https://www.youtube.com/watch?v=Zk7XpxSQjwA)

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**Author:** ![Duncan\_Dam](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Duncan\_Dam](https://forums.unrealengine.com/u/Duncan_Dam)\
**Post date:** [May 26, 2015, 1:40am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/2 "2015-05-26T01:40:04Z")

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What you got is forward vector from character, yaw always same with Camera, but the pitch of character always 0.

What you need to get is the forward vector of FirstPersonCamera.

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**Author:** ![0\_FixYourGame](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0\_FixYourGame](https://forums.unrealengine.com/u/0_FixYourGame)\
**Post date:** [May 26, 2015, 2:42am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/3 "2015-05-26T02:42:34Z")

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The node I am using is the forward vector of the camera.

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**Author:** ![0\_FixYourGame](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0\_FixYourGame](https://forums.unrealengine.com/u/0_FixYourGame)\
**Post date:** [May 26, 2015, 2:58am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/4 "2015-05-26T02:58:39Z")

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Nevermind:  
In your character blueprint properties, make sure “Use Controller Rotation Pitch” is enabled, then it should replicate just like the yaw.

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**Author:** ![0\_FixYourGame](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0\_FixYourGame](https://forums.unrealengine.com/u/0_FixYourGame)\
**Post date:** [May 26, 2015, 4:38am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/5 "2015-05-26T04:38:07Z")

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Nevermind: In your character blueprint properties, make sure “Use Controller Rotation Pitch” is enabled, then it should replicate just like the yaw.

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**Author:** ![anonymous\_user\_4859ff79](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4859ff79](https://forums.unrealengine.com/u/anonymous_user_4859ff79)\
**Post date:** [November 16, 2017, 10:06am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/6 "2017-11-16T10:06:28Z")

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wow…

your Q&A was really helped me.

thanks, bro.

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**Author:** ![Midas\_de\_Laat](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Midas\_de\_Laat](https://forums.unrealengine.com/u/Midas_de_Laat)\
**Post date:** [April 8, 2019, 2:48pm UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/7 "2019-04-08T14:48:05Z")

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A bit late to the party, but this is what I did to solve it:

In order to get a line trace from the forward vector of my clients camera I added an input to the “Run on Server” event called CameraForwardVector. Every time a player-action fires that event (button press in my example, making a grappling gun) I’d get and send the Forward Vector of the player camera from the client to the Run on Server event.

 ![273658-linetraceonserver.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/9/e/39e21021206d321a7702a6caa884f3665c010db4.png)

This way the trace gets done on the server, with the latest forward vector information from the client.

Hope it helps.

Midas

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**Author:** ![JFMMultiMedia11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JFMMultiMedia11](https://forums.unrealengine.com/u/JFMMultiMedia11)\
**Post date:** [April 30, 2024, 4:49am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/8 "2024-04-30T04:49:48Z")

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I’m a bit late too but here is my solution. This goes into your player character and will replicate the full camera movement.

 ![Screenshot 2024-04-29 212529](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/d/9/cd90b75712507beed3087c370f0045c3b077ad8a.png)

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**Author:** ![Rev0verDrive](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rev0verdrive/32/907214_2.png) [@Rev0verDrive](https://forums.unrealengine.com/u/Rev0verDrive)\
**Post date:** [April 30, 2024, 5:59am UTC](https://forums.unrealengine.com/t/pitch-of-camera-not-replicated-in-function/319751/9 "2024-04-30T05:59:37Z")

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Or you could use Base Aim Rotation, or Control Rotation, or get a Camera manager reference from the controller.
