RInterpTo not working properly in multiplayer

Hello all,

Im not really sure why, but my code isn’t functioning properly when trying to convert it for multiplayer. The rotation is off for whatever reason. Here is my code and some videos

Maybe try passing through the Get Actor Rotation rotator into the server event from your custom event on through to your multicast and then plug the rotator value into your RInterpTo “current” and your break rotator node.

The issue was that I was passing the control rotation from both the connected client and the server. One was passing the actual control rotation while the other was passing a Zero Rotator, resulting in the turret constantly lerping between the two values. I solved it by passing in the rotation from the local player to the server, which multicast lerps on all the connected clients.


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