UPDATE: I got around this by adjusting mathematically in animation blueprint if animation was local or remote…attaching screenshot. Why these values wouldn’t be replicated as they were sent to server…I don’t know that just rubs me raw because it’s not obvious and it’s very frustrating. Now, if rotation goes above 180, I subtract 360 from it to “normalize” it, otherwise I pass rotation untouched because it’s below 180.
I could have fixed this by changing my code to deal in 0-360 degrees instead, but it’s principle that something should work on client as it does across network…
This exact issue has been causing me biggest pain. I swear. My aimoffsets are based -180 to 180.
server prints out rotator’s value from -180 to 180 just fine, but AimOffset only “registers” from 0 to 180 then thing’s just looking backwards whole time from -180 to 0. Works fine on client side of course.
Do I need to remap my aim offset from 0-360 and adjust my math?
