Jerky projectile movement on clients
As discussed here:
Client projectiles were moving jerkily, whereas the server projectiles worked fine. Specifically happened more often when more projectiles were in the scene, or when they bounced. Had to implement this blueprint in the projectile object to make it constantly update client machines.
asked Jul 30 '15 at 01:09 PM in Bug Reports
It looks like your projectile is doing a lot over the network. A useful tool for determining the load on the network is the Network Profiler. Run your game and use the console command, "netprofile" on the server, then fire the projectile a bunch. Exit Play and find the .nprof file for the session and open it in the standalone network profiler tool.
I did this for your game and compared it to a blank First Person Blueprint template project (with the projectile set to Replicates and Replicate Movement). The projectile on the FP project has a much lower profile on the network than the one in your project.
My suggestion would be to remove as much of the functionality as you can out of the projectile class itself, and instead call functions in other classes or from other classes as appropriate. If you place the projectile from the FP template in your project and spawn that instead, I think you'll notice the lag ceases.
Hope that helps!
answered Sep 24 '15 at 06:19 PM
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