What can change the rotation of a newly possessed pawn ?

Hi,

Definitely a problem of PlayerController location.

In the movement function of the target pawn, i switched between those two controls (when the mouse moves):

FRotator Rotation = PlayerController->GetControlRotation();
FRotator Rotation = DefaultPawn->GetActorRotation();

My initial problem was described using DefaultPawn. When i switch to PlayerController, i get two very different behaviors:

  • on the server, the target pawn moves following its own referential (using its own forward vector so to speak)

  • on the clent, the target pawn movex following my (DefaultPawn) referential (using my -spectator- forward vector)

So that seems to prove that:

  • on the server the PlayerController is teleported on the target pawn
  • on the client, the PlayerController remains on the initial pawn

I still don’t see where my error is, continuing my tests.

Any detailed explanation about the behavior of the player controller in network is welcome :slight_smile:

Cedric