While I was waiting for the thread to be opened, I found my own solution to replicate the head movement. Or rather, I replicated the position of the Look At Target static mesh from the tutorial and updated it for everyone else on tick:
1. Open your BP_ThirdPersonCharacter blueprint or however your player blueptrint is called and go to the EventGraph
2. If you don’t have one yet, ricktclick and add a BeginPlay event. From there draw a line to a branch with the condition HasAuthority. This makes sure that only the server will do the following
3. From True, draw a line and Set Timer by Event, Check Looping and set the time to 0.2 for example. This will determine how often you want to update every client’s head position. Because of the traffic we don’t want to do this on every tick. But every 0.2s should be fine.
4. Make a new Custom Event nearby set Replicates in the details to Run on Server (this can only be seen while the event is not connected yet) and connect it to the timer with the two red squares.
5. Make a new variable with type Vector, call it Authorative_LookAtLocation and set Replication to Replicated.
6. In the server custom event set Authorative_LookAtLocation to Get World Location of the Look at Position static mesh actor from this tutorial.
7. Not with Rightclick add a Tick Event if you haven’t had one yet.
8. In the Tick event make a branch to only continue if Is Locally controlled if false AND Has Authority is false too. We don’t want to do this on the server or on the player who just replicated their Look at position to the server, but only other clients.
9. Drag the Look At Position static mesh into here as well and draw a line from it into a Set World Location function as traget.
10. The New Location of the Set World Location which will be called after the branch from #8 is a Vinterp to between Get World Location of the Look at Position static mesh and the Authorative_LookAtLocation. Also connect delta time from the Tick Event and set Interp Speed to something like 5.0. And you are done.
This should enable the heads of all players to be synched every 0.2 seconds between all clients and the server. Feel free to comment any optimization or better solutions. I’m still very new with UE5 net-stuff.