If anyone is still active that has used DarthCoder’s helpful tutorial (or if DarthCoder is still around) I’d really appreciate some help on the dodge/boost ability from the linked tutorial.
Problem: The boost ability seems to be corrected by the server. When boosting, the screen shudders and I catch a glimpse of where I should be going but then I snap back.
On single player I verified the boost works just fine, it only stops working when networked.
Background: I’ve been trying to get as much experience as I can implementing networked move abilities like dodge, sprint, double jump, ect. so that eventually I can use all of that to finally properly network a teleport ability.
I’ve implemented the tutorials to the T except for a couple change I had to make to get it to run. The first was in:
void UMyCharacterMovement::ServerSetMoveDirection_Implementation(const FVector& MoveDir)
MoveDirection = DodgeDir;
MoveDir doesn’t seem to be used anywhere and DodgeDir is undefined so I figure it was a typo and replaced DodgeDir with MoveDir.
The second change is in:
UExtendedCharacterMovement* CharMov = Cast<UExtendedCharacterMovement>(Character->GetCharacterMovement());
UExtendedCharacterMovement is not referenced anywhere else except for being the listed later as the class possessing the CanJump method later on in the tutorial.
I’m using 4.15 so I don’t know if this is a class that has been deprecated or if this was a typo. Because of the verbiage I assumed that it was supposed to be UMyCharacterMovement instead, which worked fine for the sprint ability.
My guess is either something in 4.15 is different enough to mess with the mechanic or one of the changes I mentioned is wrong.
Could anyone shed any light on what is going on here? This stuff is thick and hard to follow behind the scenes - not sure why the server isn’t recognizing the boost as valid.