Server not receiving pitch inputs on client unless it is looking at them

So I have set up a simple two-player game to test the networking within UE4, and I’ve encountered a rather strange problem. I followed the tutorial from UE4 on modifying the third person template to make it work on multiple clients, and I’ve adjusted it slightly so the “bombs” spawn the direction the player camera is facing, but for whatever reason the client can not shoot them up or down. That is to say, he can look left or right and shoot, and he can move his camera up or down, but he can not shoot up or down unless the server is looking at him. I’ve gone in and had the client use a print string to display its forward vector, and once again, the z-coordinate does not change when the server is not looking at him. It’s incredibly odd, and I was wondering if anyone had some input on the issue.

Bump! Having the same sort of issue. My Server cannot send the correct position information to the client unless the server is looking at it with the camera.

i have this same issue with an arrow that is being fired… if the client gets a little far, not even that far, a few steps off, and the server is facing another direction the arrow goes in a completely wrong direction, but if the server looks at that client the arrow shoots where he is aiming… im trying to solve this hoping it isnt a bug, but if you guys had another resolve please let me know…

The solution to this that worked for me was to go into the Mesh, Skeletal Mesh, and change Mesh Component Update Flag from “Always Tick Pose” to “Always Tick Pose and Refresh Bones”. The issue was that the server was not refreshing the location of the bones. Changing this fixed it all for me, allowing the server to know the locations without having to be looking or close.

so by writing down my problem the solution presented itself… what is happening here is we need to inform the server (who is spawning the actor in your case a bomb in my case an arrow) where the spawn transform is… and if the server doesnt see our client he doesnt know about this transform location for some reason…

my solution was this in the foto: you can ignore the yaw and pitch (i am using that to drive replicated aiming animation)… in this case you just want the transform, which can be from anything you want in my case i have a transform on the character’s mesh skeleton where i want the arrow to spawn from… you then make the server update that on event tick (or if you really want to get technical you can fire that event to the server only when you need it, but for testing now you can do this)…

yea your solution was better… especially since i plan on using more things that will need bone transforms replicated