Wheeled vehicle lag/stutter in networked game

Working on an online multiplayer one of my player pawns inherits from the WheeledVehicle class (I migrated and slightly modified the sedan blueprint from the Vehicle Template). When I play multiplayer its movement isn’t smooth when it’s controlled by a remote client, it starts and stops intermittently. I have a different pawn that just uses the CharacterMovement and that one moves smoothly so I don’t think it’s lag (as well as the fact that we shouldn’t have anything noticeable between 2 computers on a LAN).

Is there some setting or something that I’ve misconfigured that might be causing this? Given that Rocket League doesn’t seem to have this problem and I assume they’re using the wheeled vehicle movement (though it’s certainly possible they implemented their own version) it should be possible to get this looking smooth.

I’m dealing with this same issue. It seems to stop completely then jumps to correct position about 1-2 times per second. Character movement looks fine. Also testing with simulated lag (command net pktlag=500) and pktdrop=10-20 seems to bring about a similar experience but not as bad as two LAN clients. Do you have the same effect using simulated lag?
Also, you can try raising net update frequency on the wheeled vehicle.

Let me know if you find anything, I’ll do the same.

I eventually just decided to do movement myself since I haven’t gotten an official reply on this. I don’t need the entire vehicle simulation, I really just wanted the pawn to have a turning radius, so it wasn’t too hard to setup.

Same problem here, did anyone found a fix for this?

have the same problem as well. Haven’t found any help with this issue yet?

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