There is an offset of about 90 degrees between where the player is looking from other players perspective and where their screen is showing. For example if you are looking North, the other players will see you as looking east. When click W to move forward you will move forward according to where other players see as your direction (East) and from your perspective it will look like w is moving you right.
I have the camera visible for debugging and even the camera from other players perspective shows them looking east when they are looking north. Also this offset occurs once the player uses their mouse to look up and down. If I disable looking vertically everything works fine, but even a tiny input from the vertical component of the mouse and there is a permanent offset.
This is only happening in a particular level in other level the turning and movement is working fine but I am using the same code for both so I don’t know why it isn’t working on this particular level. The only difference is the mesh on this level (the offset one) has its x y z coordinates wrong for the mesh. The mesh’s x direction is in the y direction of other components. (This is why I have it plug into the roll instead of pitch.)
This used to work fine I haven’t worked on this level in a few months since then the only change to it should be some engine upgrades so I don’t understand how this could have started
(Also I will eventually move this to an aim offset on the spine instead of rotating the mesh)
