Are button presses only working on the server?

So I asked a question before on replicating functions not working but I figured out the actual problem. I’m trying to launch my character towards the direction he is looking when he is up in the air. If he is on the ground I simply make him jump.

All of this works if I set my enum to the value that allows this by default on both the server and client. However i’m trying to change the value of the enum on a button press, if the button is released it changes to another value etc, to my knowledge the value changes according to the visual debugging but the actual launch character node bugs out. Instead of it jumping forward like it should, on the client side it jitters in place but on the server it works perfectly fine, Like i said earlier if I remove the button press and have it jump automatically it works.

[Link to video of problem][2]

To answer your question in the topic of the thread: “Are button presses only working on the server?”… The answer is of course “No” - but you’ve already worked that out.

The thing I can’t wrap my head around is… why are you constantly launching your character on tick? I get that it only activates when you “press jump” but in that “instant” your game ticks a bunch of times. Each time you launch again and again and again… That’s probably why it “jitters” - why are you doing that?

It’s like that so it constantly moving forward when in the air. Only the client jitters it works perfectly fine on the server however.

Edit: Here is a video showing the problem

The first part is how it is suppose to run and the second is what happens on the client.

You’re missing my point. You’re not supposed to be Launch Character on Event Tick.

Try this: Disconnect execution wires on Event Tick. Wire execution output from Set Movement Modes (Bunnyhopping) into execution input for that Branch. It doesn’t look like you’re doing anything with IsFalling so we can forget that part for now. Does it work now?

Same problem, Only works on the server and still jitters on the client.

EDIT: I just noticed in the properties that the server character inherits a pawnInputComponent while the client character does not.

If you can’t get it to work - zip up your project (except for these folders: Binaries, Build, Intermediate, Saved and Starter Assets) and upload it to here or Google Drive / Dropbox.

Edit: Do not include Starter Assets