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50+ Character Movement stutter

Hey, so i'm making an RTS and everything seems fine, but when lets say 50 or more units move at the same time their movement is very laggy/jittery.

Should i not use the default Character class and try to make my own movement component? Or is there a setting somewhere i can change the bandwidth usage of the movement because since it is an RTS i don't need it to be very detailed or update very frequently as long as they get to their location.

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asked Feb 28 '15 at 10:23 PM in Using UE4

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RossenX
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You can change their network replication frequency under Replication in their defaults, but 50 characters is still a lot so you should come up with some other method for replicating movement. http://gamedev.stackexchange.com/questions/28692/what-data-to-exchange-in-multiplayer-real-time-games

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answered Mar 01 '15 at 08:45 AM

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Cobryis
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avatar image RossenX Mar 02 '15 at 02:32 AM

Thanks for the reply and from what i've read about RTS netorking and UE4's client-server model, making an RTS that has a large number of units(Well 50 units for an RTS is not much) is not as simple as i would have liked to think.

avatar image Cobryis Mar 02 '15 at 02:45 AM

I think an easy enough method (or "good" enough method) would be to simply replicate target positions. Then everyone replicates the character moving to that target position. When you want to improve this replication for higher ping situations, you should also replicate the start time of the movement so as to accelerate the client's copy of the character to the correct position along the target path. I think a client-server model can still be valid for an RTS, and I know Epic has plans for p2p support (at least according to their roadmap).

avatar image RossenX Mar 02 '15 at 06:13 PM

Well my second idea was to use the so called 'lock step' way which bassicly means that only the player inputs are sent over the network and each client individually makes all the pawns move and takes care of that, the issue i found that is that navmesh is ONLY server side(Though i think i can change that with some c++) and the AI controllers are also only server side. The client-server model can be totally valid for something like Company of heroes, where there is almost never more than 50 units in the game.

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