Hi Zak,
Thanks for your answer.
I could check on the console that the behavior is different on the server and on the client when using possess in network:
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on the server, the controller acquires the pawn’s rotation
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on the client, the pawn acquires the controller’s rotation
I could make a manual workaround with the function you provided (thanks again), but still, it would be better to have the same behavior on the client and the server (all automatic or all manual, no matter as long as it is documented).
Cedric