Hi, i’m currently building a space battle multiplayer game.
I currently have a pretty okay system going on, multiplayer joining/leaving works etc, movement is replicated, shooting is replicated.
And using Controller Yaw input, turning left and right is working.
My issue however, is that in my game I want the player to be able to essentially fly upside down.
I have tried using normal rotation, and that works perfectly for the user, but it isn’t replicated visually
As is seeable in this Screenshot.
although player 2 (on the right) is upside down, the server (on the left) can’t see that they have gone upside down
Alternatively i tried to use the same solution for turning sideways, by using Controller Pitch input, however that reaches a breaking point when i go over 90 degrees up or down, because after that it wants to twist my character around. And as a result back forward, and then back repeatedly.
Essentially compressing the player into a singularity like so
Hence my question, can anyone help me solve this issue and get me to replicate pitch rotation so i can fly upside down?
My main issue is really that i’m not that familiar with replication as i’ve only just started applying multiplayer,
Any additional helpful information i can think of:
My rotation is achieved by having the Ship-model component Look at the location of the crosshair.
And then use Finterp to “smoothly” rotate the character to match the direction.
So: crosshair is to the left of the player, player smoothly rotates to the left, same with right
If the crosshair is above the ship, the ship rotates upward, same with downward.