Multiplayer - Jumpy Movement Replication on Client
Hi, I'm trying to wrap my head around a strange issue with multiplayer movement replication that only happens on client side.
Everything is fine until the player character picks up a weapon (which attaches to a socket near the waist) and all hell breaks loose with choppy jumping movements, as if the player's location is constantly being overridden.
Movement is properly being replicated to all clients (along with certain variables like IsSprinting, IsDodging, IsCrouching etc). UseControllerRotation is checked, OrientRotationToMovement is unchecked.
Here is an example gif of the behaviour:
Any help would be appreciated, I can provide additional screenshots if necessary
asked May 23 '17 at 08:15 AM in Blueprint Scripting
Have you tried disabling the collision for the weapon when you pick it up? Perhaps the movement is jittering because your character collides with your sword.
answered May 23 '17 at 09:34 AM
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