What can change the rotation of a newly possessed pawn ?

Hi Rama,

Unfortunately it didn’t work but i hadn’t thought about digging the CharacterMovement, a good reflex to learn !! So thanks for the hint :-))

Here, it works well on the server but not on the client, so it looks like some kind of replication problem somehow.

It seems that my PlayerController teleports to the target character on the server, hence the character keeps its native orientation, while it stays on the starting character on the client, hence the target character is possessed by a controller that stands on the starting character and rotates following the starting character.

So that smells like some controller replication problem.

Of course, i’m not sure, i try to guess based on logic, but without real knowledge. I don’t know whether a pawn rotates based on its controller when possessed, or if the controller rotates based on its possessed pawn, and so on.

The two pawns (start and target) and the PlayerController have their bReplicates and bReplicateMovement set to true.

Cedric