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How to avoid choppy pawn movement if the server and the client are slightly different?

We are making a multiplayer game with some characters walking around on the game level. Our problem is that if we build the dedicated server and the client together and lunch the game on PC or mobile devices, the actors' movement works as expected, but after changing one actor's one property value (A float property defined in the Blueprint) and only rebuilding the client, all characters' moves become choppy, even though the frame rate is still very good (60 fps). In order to solve this problem, we have to rebuild the server.

We know that the engine prefers building a server and its client based on exactly the same source. But is there any other way we can avoid this problem if we don't rebuild the server after slight changes? or Epic can solve this issue in the engine? It really helps to save time.

Thanks in advance for your answer.

Product Version: UE 4.10
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asked Jan 08 '16 at 05:01 PM in Using UE4

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George Li
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