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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:
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.
Both the autonomous proxy and the simulated replica have the lookat feature broken.
To Reproduce
Steps to reproduce the behavior:
Start the game in client - server scenario.
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.
The text was updated successfully, but these errors were encountered:
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.
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:
To Reproduce
Steps to reproduce the behavior:
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.
The text was updated successfully, but these errors were encountered: