Takedown Replication Issue

I have a takedown system that runs properly for the most part, except the client seems to glitch out when it goes to takedown. Still does it, but it will rotate weirdly for a moment. I think I am doing something wrong with the replication. Any ideas would be greatly appreciated. I have been struggling with this for a good while.

Essentially the code starts with a check area that I am trying to just run on the server, that checks for the closest character for the target, if incapacitated or not, if he had weapon out, and near the end of the check if it is behind the target. Then it runs the actual takedown code. The takedown uses an index int variable randomly 0-1 for 2 options basically and sets it in the check area. This index decides which animation montage to play, and how to position the character behind the takedown target.

issues was that I kept getting the wrong montage mixed with the wrong positioning… So I realized the random int needed to be made on server once exclusively.

Also that if I rolled passed the target as I began rolling, I would end up desyncing them when I tried to takedown as he would roll too far to start takedown on client instead of stopping to takedown as he passes like it did perfectly fine on server. So I also included all the position checks… I have no clue what I am doing wrong.

I have arranged many different layouts for the rpc’s and even made the whole check a repnotify before. Nothings seems to work… Right now its just run set variable and all the checks on server, and then run multi for the takedown part.

Sigh… I made a picture of it, but uploading apparently shrinks it. Looking for solution…

Thank you for anyone that even dared to look and try.

I found the issue after painstaking trial and error of different things. It was an issue with a controller rotation node that was suggested in a tutorial that should never have been used… Returned it to an actor rotation node and it worked like a charm… It takes so little to break. T.T

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