What's the proper way to set a reference?

@Boomer64 Nope

This is a tough one without access to the project. Could you show the rotation logic?

@Boomer64

@BrainDeadLabz could you show me where “Set Mesh Rotation” gets called from?

@Boomer64 it gets called from the override on mouse move function in my character preview widget

which is triggered by and interface event in my preview character BP

So no RPC calls?

Nope. should there be?

No. Could you show me the world outliner while you have the preview character selected?


@Boomer64

@BrainDeadLabz would you be able to show me the class defaults panel inside the blueprint for BP_PreviewCharacter?

it says mesh rotation but you have SpringArm in there, is that intended?

if not you could probably skip the whole interface and use Add/Set ActorRotation

Personally I’d set view target w/blend and switch to a static camera in scene, then locally rotate the character.

If you’re using a pawn movement component the rotation (movement) will be replicated to the server behind the scenes anyway. With CMC you have to apply to local first anyway. CMC has client-side prediction.

Other option is to have an actor the character stands on. Control the movement of that actor. The pawn will move with it.

Now it’s working on the client but not the server and same thing if I rotate on the client it simultaneously rotates on the server as well.

@Boomer64

I fixed that part. it’s now set to the skeletal mesh instead of camera boom

Sorry @BrainDeadLabz I actually meant the class settings. I just want to see what class the BP_PreviewCharacter inherits from

@Boomer64

what would that look like in blueprints could you give me an example?

Can I send you a copy of my project? @Boomer64

Sure @BrainDeadLabz that sounds like a good idea

Not all refs seem to be created equally as in “access none” errors. My advice is whenever you spawn an actor make a ref right then and there. Those refs seem to be the most solid in various situations I have found.