SetActorLocation Desync problem
So I've dealing with an issue that has been persistent in a multiplayer game I am developing. I developed a function that basically freezes a player at their current location for a second or so. I accomplished this by using SetActorLocation every tick and I had this function set to Run on Server. The issue is that when the Server uses the function in midair, I expected the client to see the Server floating in midair, but instead the Server player falls down to the ground on the Client's side. Does anyone know why this is happening?
asked Aug 14 '16 at 02:18 AM in C++ Programming
Does the client fall and then rubberband back up to the location or does it simply fall? I would recommend a multicast call that disables/enables gravity, sets the velocity to zero, and sets the actor's location. Don't try and fight the physics system. Work with it.
Follow this question
Once you sign in you will be able to subscribe for any updates here