Changing actor location causes rubber-banding on the the client

I’m trying to make a drone by using an actor then making it follow a specific socket on the player lerping the actor location to it on the server, it works fine on the server, but I get rubber-banding on the the client even when playing in editor. the drone just keeps going in the direction it should go then getting back etc. Is it a prediction problem? and is there an easy way to fix it maybe using some existing thing in UE4?

Rather than just setting the location, have you tried setting the drone’s velocity instead? I wouldn’t be shocked if the prediction doesn’t handle a character effectively constantly warping well (the physics scene would be unhappy as well), but it should handle velocity changes just fine.

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I have a normal actor not a character, trying to avoid too many characters since they’re heavy.

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I heard that Characters have special network movement smoothing procedures built in, other actors don’t, and you have to come up with your own.

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Yeah this is probably the correct answer, I’m trying to write my own atm but its not as easy as it seems haha

Personally I’d use cmc for the drone (movement mode fly).

just un-possess the player character and possess the drone. Essentially the same thing.

We do the same exact thing for entering/exiting vehicles. Drone is no different.

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I wonder if this is my problem in UE5.1. Im using a pawn and vehicle movement componet. I tried updating world location with mc but its unplayable. It syncs but its a mess.