Send Vectors as Rotators over network to halve bandwidth!?

I just added this idea into the project and did a network test but unfortunately there’s problems.

If one of the Rotator members is negative, that member will on the Receiving remote have been changed. It then seems to be = 360-(abs(theMemberValue)).
So a -60 would be turned into a 300.

This is not happening if I just do a local test say in PIE. So something UE does to Rotators when replicating them.

I suppose I could try to make a Struct with a [Rotator+3 Bools] and use the bools to indicate if a value should be negative or not. (and do an abs() before sending).

If I’m calculating correct that would save me 2.6 bytes. 12-(6.4+3)
Not sure if that is going to be worth the hassle I’ll see.

It would be nice if there was another way to easily save some data there I might ask on the c++ section.

**EDIT: **Thinking about it I should be able to just use a single Byte instead of the three bools and have a rule where each combination of negative and positive members are represented by a specific value. Then I’m saving 4.6 bytes! :slight_smile: