# RPC Pass Through Value Being Changed

**URL:** <https://forums.unrealengine.com/t/rpc-pass-through-value-being-changed/1652931>\
**Category:** Issues and Bug Reporting\
**Tags:** rpc, unreal-engine, UE5, bug-report, Blueprint\
**Created:** [January 30, 2024, 1:42am UTC](https://forums.unrealengine.com/t/rpc-pass-through-value-being-changed/1652931 "2024-01-30T01:42:42Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Fairchild](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fairchild](https://forums.unrealengine.com/u/Fairchild)\
**Post date:** [January 30, 2024, 1:42am UTC](https://forums.unrealengine.com/t/rpc-pass-through-value-being-changed/1652931/1 "2024-01-30T01:42:42Z")

</div>

Player Character BP.

Server RPC sets character rotation speed. That Event then calls another RPC for the owning client with a rotation speed passed through.

Player attacks, first RPC is called slowing rotation to 50. After a delay another RPC is called to return the rotation speed to the original 500.

BUG: The value returns as 49.99 or 130.99 on the ‘Owning Client’ RPC.

 ![111](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/2/b/12b36064a806f83822c9432cc1cdad307a9a2b67.jpeg)

 ![2222](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/4/e/e4e9ee50a5d8992f0269df04e495eda54809ee31.jpeg)

> EDIT: I split the rotator and only passed the Z value. That passed properly… It seems like a bug relating to the rotator variable going through the RPC from the server back to the client via multicast or owning client replication condition.
> 
> ![333](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/1/a/11afb1dc4ba8e515f56ee9eb1e5e5f7b61fbaa9f.jpeg)
> 
> ![444](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/5/a/35acabdaaddc3233e02143b27f3e8fd6e1ebafb2.jpeg)
