Problem with user controller rotation yaw

hello, when I activate the user controller rotation yaw, and run on the server and client, the character seems to lag when walking sideways, why does this happen?

video link: - YouTube

Please, put you’r video on youtube instead of a private google drive.

sorry, - YouTube

So,

If you didn’t turn on lag simulation, and the behavior is here, the issue is probably in you’re animation blueprint. Try to put some interpolation on animation ?

If there is lag simulation, it can come from bad caractere movement correction (and you need to check the values)

I did nothing in the project, I just created the default project and did it

Yup, it’s up to you, to configure this.

Jitter movement like this is very often a lack of interpolation.

OK, I’ll configure this, then I’ll tell you :slight_smile: thanks

Please, remember, as you didn’t have any sort of lag simulation, it’s must be an animation interpolation issue.

this works well offline and on the server, but the client stays that way, do I have to replicate the animation?

link:

Nope.

So, either you still don’t interpolate.
Either you are re-overriding replicated value.

Like, imagine you set the speed for you’re Char locally to 0.
Then, the server send the speed to you’re char, and it’s 100.

Then, depending of the execution flow and threading, the value switch constantly between 0 and 100, and this can produce this jitter annimation.

Check every replicated variable, and check you set them only or the server (or they should at least not set on proxy).

it was just to disable the rotation of orientation for movement in the movement of the character

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solved the problem, it was just to disable the rotation of orientation for movement in the movement of the character, thanks for answering my questions.