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bugSomething isn't workingSomething isn't working
Description
Describe the bug
When Client A climbs an actor that is only network-relevant to Client A (and not relevant to Client B), Client B sees Client A’s rotation and aiming break/desync. Client A’s capsule and mesh appear to rotate incorrectly or snap for Client B, while Client A sees correct behavior.
To reproduce
- Have two clients: Client A and Client B.
- Place a climbable actor in the level but configure it so that it is only relevant to Client A (e.g., relevancy volume, net cull distance, dynamic relevancy, etc.). (My case was cull distance because i use big map) (and this climbable actor is not supposed to have always relevant network option it's bad for networking).
- In multiplayer PIE or packaged build, let Client A climb that actor.
- Observe Client A on Client B’s screen.
- Client B will see broken rotation/aim offsets or incorrect mesh orientation for Client A
Expected behavior
Clients should always see correct rotation and aiming replication for other players, regardless of whether climbable actors are relevant to them. Non-relevant climbable objects should not break replicated movement or rotation.
Screenshots and videos
509790700-72ad8392-04cb-4dd9-8fa2-67ef4ee96ec3.mp4
Additional context
- Issue only occurs when the climbable actor is not relevant to Client B.
- When the same actor is relevant to both clients, rotation/aim replication behaves normally.
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bugSomething isn't workingSomething isn't working