When I go to lock on to target it affects all players, server and clients.
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Do Lock On Target Camera Modifier", Keywords = ""), Category = "FluidCameraLite")
static void DoLockOnTargetCameraModifier(APawn* Pawn, float DeltaTime);
void UFluidCameraLiteBPLibrary::DoLockOnTargetCameraModifier(APawn* Pawn,float DeltaTime)
{
if (Pawn == nullptr || CurrentLockOnActor == nullptr || Pawn->Controller == nullptr || !Pawn->Controller->IsLocalPlayerController())
return;
auto CurrentSpringArmComponent = Pawn->FindComponentByClass<USpringArmComponent>();
if (CurrentSpringArmComponent != nullptr)
{
auto R = UKismetMathLibrary::FindLookAtRotation(CurrentSpringArmComponent->GetRelativeLocation(), CurrentLockOnActor->GetActorLocation());
auto RN = FMath::Lerp(CurrentSpringArmComponent->GetRelativeRotation(), R, DeltaTime * 2 * 0.1f);
Pawn->GetController()->SetControlRotation(RN);
}
}