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Client Rotation & Aiming Break When Climbing a Non-Relevant Actor #659

@HashemShepard

Description

@HashemShepard

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

  1. Have two clients: Client A and Client B.
  2. 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).
  3. In multiplayer PIE or packaged build, let Client A climb that actor.
  4. Observe Client A on Client B’s screen.
  5. 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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