Simulated proxies and mesh tracking

After about 3 weeks of banging my head against this problem I think it’s good time to ask for human assistence.

This is in UE4 C++ Character class.

Problem: Mesh doesnt track it’s actor for simulated proxies and I do not understand what black magic have been used against me. At this point have tried everything I can dream up, I started with debugging and when through all steps available on the internet. Should be noted that I am not a coder and this was the first time I touched C++ but those 3 weeks I’ve spent on this is 3 unemployed weeks.

Specific quetions for my dear readers.

  1. For a multipler FPS with client-Side prediction and Server reconciliation which approach for driving rotation is best. Rotate the whole actor on client and simprox or only driving rotation in animaiton? I’ve tried both and I hate my life.

  2. Are working and activily running animatons a must for the mesh to track it’s actor? (on simprox)

  3. How do I make this ■■■■■■■■ work and what makes the mesh not track. In my latest attempt I started fresh andscaled down all my systems with no luck. I removed any custom resizing of the capsule and all manual translation of any ocmponents or the actor. Relying 100% on native rep for movements but its still won’t ■■■■■■■ work. I do still have Fsavedmove flags left but they’re not for movement and aslo not even being used.

TLDR: Mesh no track capsule, why???

Found it! Issue was that I had used the engines reserverd prediction flags, woopsies.