Multiplayer/Networking with a navigation system
Hello guys and sorry if I'm asking a "stupid question" but I've searched through the hub and the forum and there are couple of similar questions but no answers.
So I'm taking the TopDown Blueprint template and trying to make the multiplayer work. In this template the character is moved by clicking on the plane where it basically boils down to the SimpleMoveToLocation() function call with the "goal parameter" of the mouse click position. My idea for networking was: send a custom event to the server with a mouse hit location, move the charcter on the server and let it replicate itself to the clients. Here how it looks like:
For the most part it's the same as in the template. So now comes the strange part:
I see the differences in server and client behavior when running with two clients (NO dedicated server). While server movement/rotation/animation gets replicated perfectly, client does not replicate it's rotation or animation and movement is slow and jittery. Can someone please give me a hint on why is that??? Both client and server movements are running on the server and replicate themselves to the client. But the server movement works and the client movement doesn't. I can't wrap my head around that. It seems like there is smth. basic about the replication that I misunderstand.
answered Sep 15 '14 at 06:18 AM
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