j.foucher fee7d0c679 Gaze: stateless head/eyes so client matches server (fix ~60° head offset)
Single-player clients sometimes showed the head turned ~60° off while the
server looked correct. Two client-only causes:

1. The client overwrote the actor's rotation every frame (SetActorRotation)
   and then read back its own output as the "replicated" yaw, so SmoothedBodyYaw
   diverged from the true server body yaw.
2. The head/eye cascade was sticky / path-dependent (TargetHeadYaw updated on
   overflow events), so running it independently on a client fed by lagged,
   stepped replication latched into a different state — the head overflowed to
   MaxHeadYaw and stayed there.

Rewrite head/eyes as a STATELESS function of the actual (authoritative on the
server, replicated on the client) body facing + target direction. No sticky
state, FInterpTo only eases the visual. The client no longer overrides the actor
rotation. Body turn stays authority-only (lazy turn beyond head+eyes range).
Server and client now converge to the same pose by construction.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 18:13:53 +02:00
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2026-03-03 14:01:26 +01:00
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2026-03-03 14:01:26 +01:00
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