Previous fix only smoothed cascade inputs (head/eyes) via SmoothedBodyYaw but the body mesh still followed the raw replicated actor rotation which jumped at ~30Hz network rate. Now the client calls SetActorRotation with the smoothed yaw so the mesh visually interpolates. Replication overwrites on next network update; SmoothedBodyYaw absorbs the correction smoothly. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Eleven Labs Integration for Unreal Engine 5.5
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