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Multiplayer Control Rotation

Mickael Daniel edited this page Jan 27, 2019 · 1 revision

This plugin has a built-in feature which lets you control the rotation of the character when a target is locked on. Unfortunately, it doesn't work on replicated client in a multiplayer setup.

Here is a blueprint solution which uses events exposed by the plugin, OnTargetLockedOn and OnTargetLockedOff.

mutliplayer_control_rotation

Make sure to disable the option ShouldControlRotationWhenLockedOn in the TargetSystem component.

This solution relies on both of these plugin events which then call RPCs blueprint events:

  • ServerControlRotation: is set to replicated on server, and calls the multicast version.
  • MulticastControlRotation: is set to replicated as multicast, and does what the plugin does when ShouldControlRotationWhenLockedOn is enabled. That is setting UseControlRotationYaw and character's movement OrientRotationToMovement
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