AGameModeBase::FinishRestartPlayer
and
AGameModeBase::RestartPlayerAtPlayerStart
handle rotation differently for Spawning Pawns and Control Rotation depending on whether or not the game is Standalone or Multiplayer.
This can cause inconsistencies when spawning between Servers and Clients, and even Single Player vs. Multiplayer modes.
Expected:
In both cases, the Pawn is spawned at the given transform, and the control rotation is set to that transform.
Actual:
In non networked environments, the Pawn is spawned at the given transform, and the control rotation is set to that transform.
In networked environments, the Pawn is spawned at the given transform, but the control rotation has Roll set to 0 on the client.
Expected:
In both cases, the Pawn is spawned at the transform of the Player Start, and control rotation is set to that rotation.
Actual:
In non networked environments, the Pawn is spawned at the given start point, with the Pitch and Roll removed. The control rotation is set to that transform with Pitch and Roll intact.
In networked environments, the Pawn is spawned at the given transform, with the Pitch and Roll removed. The control rotation is set to the transform with Pitch intact.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-63138 in the post.
1 |
Component | UE - Gameplay |
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Affects Versions | 4.20, 4.21 |
Created | Aug 21, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |