Vehicle Component - Multiplayer Lag/Jittering on Client
Hello everyone, I've looked EVERYWHERE for a solution. I'm new to networking on UE4, and having an annoying issue I've tried everything to fix.
When launching 2 players in the editor, the (host) sees their car perfectly fine, same with the connected client.
Thing is the client who joined sees the host (jittering) and THEMSELF jittering as well.
I've enabled substepping which seemed to fix this problem, but then having someone else from another computer join my listen server; It still jitters on their end.
Here's an example of the issue: https://i.gyazo.com/1ff0632f68b42ca4603a5452a620d154.mp4
Enabling substepping gets rid of it completely in the editor, example here: https://i.gyazo.com/1eee4744a493f46ccb51f9948132cc15.mp4
Although, after packaging the game and sending it to a few friends, it's happening to them. It may mostly be affected by latency.
When connecting to myself on the packaged client, the mesh jittering is gone, but i get a few "snaps" back in place. Most likely the server updating my position vs the client prediction.
Which brings me to a further question, how would I go along making the movement of the vehicle only be handled by the server or the client so the snapping does not occur, and more likely not lag on the clients screen but only on the server.
answered Apr 17 '17 at 06:40 PM
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