Hi, guys. I’ve been recently trying to learn replication in UE5.2 and came across really weird replication behavior.
Probably I don’t quite understand replication good enough, but it seems like a bug to me.
Defalut character skeletalmesh replicates in a very weird way, when I want to rotate it with server rpc: when this character is not moving, this function works allright, but when character moves (via addMovementInput or just addWorldOffset), static mesh is replicating to other clients in it’s spawn rotation state. I’ve tried recreating this with several blueprint and c++ classes and it is still happening with them