I have not messed with this, so I am no expert. I have a few questions & perhaps can help find a solution…
Do you receive any errors in the Output when this ragdoll camera issue occurs?
- It looks like the default camera location either didn’t work (failed placement & arbitrarily picked a new and bad location)
- Or it’s location is based on the character skeleton (origin point?) & for some reason the server ragdoll supplies a bad camera location in this replicated situation to the client (since client-only works fine).
- Without errors, this may be hard to track down… but a theory, nonetheless.
One way to make a ‘Work-around’ may be to build a specific camera script that handles the Player ragdoll:
- On Player Ragdoll
- Swap camera to previously inactive “Ragdoll camera” (made from a duplicate of the current camera?)
- When Player “resumes play” ensure the original non-Ragdoll camera is active & Ragdoll camera is deactivated.
- Note: This may allow you to control how the camera behaves on ragdoll; such as a slow pan-away or any other animation to help support the “Game Over: Ragdoll Time” moment, etc.
Good luck & hope this helps.
- Mithlin