Character jerking with Movement Replication Bug?
It only occurs on the clients the host does not encounter this issue at all. Two examples of the issues on clients once they connect!
Sorry for the music! Mute the video - >.>
asked Jul 11 '16 at 12:50 AM in Bug Reports
Do you happen to have a Spring Arm Component that has bEnableCameraLag enabled? There is a issue where that will cause the SkeletalMesh it is attached to to jitter around.
You can see the issue here:
answered Aug 16 '16 at 02:15 PM
ImVawx ♦♦ STAFF
I had a similar issue like this with one specific animation. The animation would twitch if 'Replicate Movement' was on. My solution/fix for this was to temporarily check 'Ignore Client Movement Error Checks and Correction' in the CharacterMovement component.
answered May 07 '17 at 09:54 PM
I have looked over the code and while I cannot tell you any one specific line that is causing the issue, I can give you some recommendations.
To start, I would ask for you to create a new Character C++ class and give it your character Skeletal Mesh and a Animation Blueprint and use that as your DefaultPawnClass, which is assigned in the GameMode you are using. With that in place, test it out again and see if you are still having this issue.
Secondly, I would suggest going through your Character and Controller classes and clean up anything you aren't using or don't need to assign; including anything that is redundant.
As an example:
While this probably doesn't cause an issue in itself, if this continues through other portions of the code, it could cause an issue.
Lastly, I would recommend that if you are replicating anything that you are doing it for a purpose. By default the Character class is replicated for its movement. If you are are doing something on top of this, as in replicating the Character position on top of the normal replication, you could have some issues.
answered Jul 13 '16 at 03:59 PM
ImVawx ♦♦ STAFF
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