Visual lag for host on listen server

This has been pretty apparent for a while and it doesn’t seem to be resolved yet.

For all Unreal 4 games, including default third person blueprint game for example, listen server host will see clients twitching and their movements aren’t smooth at all. It’s very minimal when you press play in editor, but once you export and compile game listen server host will always experience this visual twitching.

Any clients who connect will see normal interpolation and game runs incredibly smooth for them. I’ve taken ability to use a listen server at all out of my game and I force everyone to use dedicated server bat so that they don’t experience this, but I suppose it’s not really a permanent fix.

Has anyone else noticed this?

Not that I’ve really tested it but I haven’t noticed this problem at my side.

Hm, i haven’t noticed something like that either. You may want to share your system specs. That would help Epic to solve this.

Actually everyone who downloads game says when they host listen server host has 0 interpolation, so I don’t think it’s system specs. It always “teleports” a bit. I’ve tried even compiling third person blueprint example for them, and it still does same thing. I’ll post a video when I can.

Hi PolytizeMeCapN,

Can you up and upload that third person blueprint example project (not packaged game) and share it with me? Thanks!

I appreciate it! Although it’s really just standard project.

Here’s one I just tried out: https://dl.dropboxusercontent.com/u/73643078/examples/awards/contest/lagfix.

clients seem to get a full 60 frames per second with all visuals running smoothly, while listen server host gets some frame skipping for walking and jumping animations. Is this just a hardware problem? And if that’s case, why does using a dedicated server seem to mask problem?

Thanks again in advance!

Thanks! I’m looking at project now, but I can’t see any internal logic for connecting Client to Server. What method are you using to do so?

Please also attach your dxdiag, just in case it is hardware related. Thanks!

This one I just compiled as 64-bit development for myself and other dev team member and I used open map?listen command and he connected. We each experience full 60 fps uninterrupted animation only when we’re client, but there seems to be animation frame-skipping for listen server host when viewing other players who are connected.

It’s actually same method for our platformer as well, taking keyboard input for IP address and executing the “open” console command by converting it to a string through blueprint for 32-bit shipping compilation of game.

Then again, I don’t think his computer is best either, and since we’re using simplest means of connecting available I’d imagine that’s probably problem after all, eh?

https://dl.dropboxusercontent.com/u/73643078/examples/awards/contest/DxDiag.txt

Here’s my DXDiag. I appreciate help again!

Hey PolytizeMeCapN,

I wasn’t able to reproduce any sort of lag on Listen Server using method you used to connect in a packaged game, neither one you provided nor any other I tested with. I don’t see anything about system that would cause this, but perhaps connection isn’t very good for host machine? I might recommend testing this with host somewhere else and see if that helps. Otherwise, using netprofiler tool might help discover source that’s slowing down server.

reason using a dedicated server resolves this issue is because dedicated server doesn’t have any gameplay events being displayed, so each player is running as a Client and server is simply running in background.

I think this is my same problem animations have lag/jitters when I host a listen server and I see people like that in my game https://www…com/watch?v=UHPAmfHlYOA like in this whole video can see and min 0:41 how animations have some kind of lag/teleport/jitters


I’m having the same problem in a rather simple project and haven’t found any information on this so far. Only the Listen server is falling out of sync and yet every bit of the logic driving the triggering and moving of that platform is 100% only firing on Authority.