Replication: Movement jittering with high speed

We are experiecing some issues with jittering while moving at high speeds on PHYS_Flying with networking. Everybody apart from the local player jumbs between locations. It looks like they are teleporting back and forth. The speed we are using is between 1000 and 2000.

We have tried playing around with the values of MaxSmoothNetUpdateDist, NoSmoothNetUpdateDist, SmoothNetUpdateTime and MaxResponseTime in FNetworkPredictionData_Client_Character but it did not help. Is there anything we could do to eliminate the ugly jittering effect apart from slowing down?

In my case, I think it jittered because the movement from the server was being replicated to the client, but the client was also doing its own movement. I got rid of the jitters by surrounding the code in my actor’s tick with if (Role == ROLE_Authority). However, this created another problem. The ticks did not seem to be as frequent or there were just a lot of frame drops.

Another way I got rid of it was by replicating any variables that affected an actor’s movement and setting bReplicateMovement to false. But then I was having to replicate a ton of variables, which didn’t seem like a good idea, but at least everything was smooth.

I’m still looking for a better solution.

Hey Kochab and intoxicat3!

Do you have found a solution for this issue? We encounter the same problems.

Thanks in advance and kind regards,

ERuts

Same problem here, and then I just turn off replicate movement, and use RepNotify to manual replicate position, found the client alway lost one frame at specific interval when moving.