Hi,
I want to calculate the Static Mesh Component’s rotation on the server and set a rotator variable, which is then replicated to the client.
Both the server and the client use this rotator variable to turn the mesh interpolated.
My intention is to do it with a fast tick on the client and with a slow tick on the server.
The difference in rotation between server and client should be negligible in our game.
So my question is: How do I do that? Is there a cpp function I can override in order to stop the engine from replicating the movement/rotation but not the variables in the component?