What enables/disables the ServerUpdateCamera RPC? I see it taking up bandwidth in the Network Profiler, but I don’t need it as I have my own code updating the camera already.
Still looking for this setting. It’s available in C++, but I can’t find it as a property in the editor itself:
For anyone else that runs into this, the solution is to create a new PlayerCameraManager Blueprint and toggle that setting off. Then create a new PlayerController Blueprint have it use the PlayerCameraManager Blueprint. Then create a new GameModeBase Blueprint and have it use the PlayerController. Then have your project use the GameModeBase Blueprint.