Client controlled actor lags on client but not on host
We experience a very curious phenomenon in our project.Our racing game combines splitscreen with online multiplayer. There are no dedicated servers, but one player hosts the game (using Steam as OnlineSubSystem) and others can join. Both clients and host can add local players as well, if they want to use splitscreen in order to play with others on one PC.
As far as we can tell, the replication works fine, except for a few minor details, we are currently looking into.
However, while on the host-side everything is fine and runs smoothly, on the client-side there is a significant lag of the client-controlled vehicle. The host-controlled vehicle, though, looks smoothly even on the client side...
We already tried to improve the replication concerning the net update frequency, the net priority and also the replicated movement, but so far without success.
Has anyone any idea what could cause such problems or what else we could try?
asked Nov 26 '16 at 12:04 PM in Using UE4
I found the root of the problem at long last. It seems the issue was not the vehicle itself, but the Spring Arm Component we use to place the camera. It had camera lag and camera rotation lag enabled and somehow, this caused the lag on the client-side.
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