I’ve been trying to figure this out for at least a week now but I’ve got nothing.
Here you can see on the left is the Host which has completely stable rotation and aim (white cube added to better visualize the output of the Transform of the Root Component)
While the Client has very twitchy and unstable aim. The client also sees the server pawn transform as being twitchy.
The visual mesh of the clients pawn (Hull of tank in this example) is completely stable and does not twitch like the cube does even on the client.
Is there any fix or workaround to get the client-side transform of the mesh without it being twitchy?
Thanks for any help on this.