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TopDown Networked Client Movement teleports when multiple AI moving.

Hey all.

I'm running a relatively basic top down template but I have it networked and with minimal enemies (9 or less) just walking using the behavior tree "MoveTo" node, the client runs around pretty smooth. The moment I get to having more enemies than 9, the client character starts to struggle to update his position and if we get into the high teens or 20s (enemies spawned and walking as before), the client becomes nigh unplayable when trying to just run around and starts teleporting to positions as if its just not updating its position fast enough. My character "click-to-move" control is only slightly different than that of the TopDown template. Attached is an image of my controller that just has a tick feed into a gate and on mouse click, open the gate and call server function with runs the Move To Location function for either player. When the mouse button is released, close the gate and the player is no longer moving. link text link text

My game will require a decent amount of enemies on screen and moving at any given point in time and performs this functionality very easily with just a single player but I don't know if this server call being attached to a tick is just bad optimization or how to deal with the behavior tree move to node since that just kills my client's movement capabilities when several enemies are moving together.

Long story short: Client's topdown hold mouse button to move functionality works great so long as several enemies aren't moving. The moment I have over 10 enemy behavior trees moving to a location, the client can't seem to keep up with updating its position and starts jumping around on updates. Any suggestions? Thanks!!

Product Version: UE 4.12
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asked Aug 25 '16 at 05:48 AM in Blueprint Scripting

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Mamba
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