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Physics server and client synchronize

Hello. I'm trying to make an example of the online game Rolling Ball. Physical computation of the ball running on the server. Now I have a problem. If computers have different configurations, you will not get the same result is achieved in the movement of the ball. If the server is more powerful than the client moves faster than you need and vice versa. It is possible to synchronize the physics of the client and the server or the best solution is to use Character movement component?

Product Version: UE 4.9
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asked Dec 05 '15 at 10:33 AM in Blueprint Scripting

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a.konik
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Best solution is to disable physics on client, and only use physics on server. Then replicate position on your client. Here is a blueprint I made for this purpose

https://answers.unrealengine.com/questions/335757/pawn-networking.html

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answered Dec 05 '15 at 07:57 PM

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thyshimrod
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