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In client-server multiplayer, lookats and turning in place don't work at random #295

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adrian-j-programmer opened this issue Oct 14, 2021 · 1 comment
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@adrian-j-programmer
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Describe the bug
When used in a multiplayer scenario, lookats have a small chance of not working at all in looking direction rotation mode. This causes turning in place to not work too. This can be broken in several different ways:

  1. When viewed from autonomous proxy perspective, the character might have the lookat feature broken, but its simulated proxy on another machine can see the lookats being replicated and animated properly.
  2. Both the autonomous proxy and the simulated replica have the lookat feature broken.

To Reproduce
Steps to reproduce the behavior:

  1. Start the game in client - server scenario.
  2. Notice that your local client can have lookats broken (can be either in standalone or PIE server-client simulation). Note that you don't have to change the rotation mode at runtime to cause this. This will happen at random right after initial spawn, before you even move.

Expected behavior
Lookats work in client-server scenario without issues

Additional context
This issue does not occur in standalone singleplayer, only in networked client-server scenarios.

@adrian-j-programmer adrian-j-programmer added the bug Something isn't working label Oct 14, 2021
adrian-j-programmer added a commit to adrian-j-programmer/ALS-Community that referenced this issue Oct 15, 2021
Remove race condition between first replication pass and first frame update that can lead to rotation mode being set to VelocityDirection in a client-server scenario.
@dyanikoglu
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Fixed in dev branch with #296

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