Hey guys I’m currently getting really jittery rotation movement for a component, I want I’ve attached a cube an sphere mesh to the camera and have the camera to inherit controller pitch and yaw input the actor is set to replicating, and the camera component is set to replicating.
Reason for the jitter is the client is replicating once every 16ms and the server is replicating once every 30ms and your frame rate ticks faster than both.
Essentially the other client is updating slower than framerate. On top of that if you’re using character movement component you’re getting corrected values (pitch,yaw) from the server.
Camera Rotation is already replicated via Control Rotation
and Base Aim Rotation
.
Copy of player 2 on your screen is a Simulated Proxy. Simulated proxies do not update camera component rotations. That value is sent over, but not applied to the component. Technically cameras on sims aren’t even needed.
What you want to do is use Tick
and Base Aim Rotation
to update the attach components… to smooth it more use a Lerp (Rotator) node.
Thank you!