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You should set the character's rotation locally, and the rotation would be automatically replicated (RPC actually) to server by CharacterMovementComponent::ServerMove. The rotation "replication model" should be something like "client first, then server, and server tells every simulated proxy. autonomous client is 'authoritative' at rotation'". Because someone remind me that, the FPS player's view rotation could be any value since they could turn 180+ degrees in a single frame. Please correct me if I'm saying wrong. |
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I'm trying to make the character face the player's mouse, and have that rotation replicated.
Currently the ListenServer's rotation is replicated to the client, but the client's rotation is not replicated to the server.
I've tried using
SetControlRotation
on the Player controller. I've tried callingSetActorRotation
using an RPC that runs on the server. Neither of these work.What should I be doing?
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