Replicating pitch UE5 question

Have only been working in UE since March pardon my newbieness. Question: I am using a per bone pitch for (Head/Spine01/Neck01/Spine02) instead of an aim offset anim:

Using IK to hold the weapon. Right now all my clients are seen by the server but my clients are not able to see the server or other clients. So it seems that there is replication on the server (i know that is default). I know my issue is aim offset just stuck where to go next. They all can see the X-Axis movement just not the Y-Axis. I did try setting up a (SyncRotation) variable and add a custom event (Server/Client) so that movement is replicated but fails. I tried to add an aimoffset anim and pass the pitch and yaw to it to test, no dice. I removed everything except default state machine (Idle/walk/run) and manually added the rotation on the aimoffset anim and viola it works, but I just can’t figure out how to properly get right analog or mouse Y-Axis inputs replicated to show pitch. So I believe my disconnect is from BP_Character > AB_Character. Again X-AXIS works no issue on both client and server, but I read that it works by default. Wondering where I went wrong. Thanks for any input.

Have to use reply to add more images as new posters can only add one image.

image001

Shows pitch only on server side.


Manual add pitch/yaw and shows on all server + client

Result from manually adding pitch and yaw

After days of playing around. It is the simple things! “RepNotify” for both variables fixed my issue. Now replicated over all clients and server. Will leave up in case this helps someone else.

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