fee7d0c679d716332d81aadbf0109990a97e51a0
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>
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Eleven Labs Integration for Unreal Engine 5.5
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