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.
-
With listen server, the server sees
no jittering, but the client does. -
With dedicated server (which is my
final goal), both clients see the
jittering movements
Here is an example gif of the behaviour:
Any help would be appreciated, I can provide additional screenshots if necessary
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