Static Mesh Component replicate variables but not movement

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?

RotTest2.zip (28.8 KB)

Two different tick rates for client and server. RTinterp to interpolates on tick. Only 1 FRotator is replicated.

You could also consider an onrep notify function to cut down on traffic but it wouldn’t be certain when the info is transferred (they could desync and maybe cause the client to catch up with time).

Edit: updated with debug info

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