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Is it normal that set timer functions are slower on the client compared to the server?

When simulating multiplayer with 2 players, it seems all the visuals I am doing with looped Set timer by function name is choppy on the client compared to the server. On the server everything is perfectly smooth. Is this normal? Im getting the same frame rate on both, however projectiles look choppy on the client too. Or in a packaged game, will the clients be perfectly smooth? And does using looped set timer by function name rely on framerate?

Product Version: UE 4.16
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asked Aug 07 '17 at 05:41 PM in Blueprint Scripting

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CyberDev
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Sounds more like a Lag issue to me. If you execute whatever you do on the Client it will be smooth. If the Results come from the Server expect Lag. You got to interpolate or predict outcome on the Client.

You can simulate Lag and Packetloss like this and see if it gets worse -> Connection issue.

https://www.unrealengine.com/en-US/blog/finding-network-based-exploits

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answered Aug 07 '17 at 09:49 PM

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Nachtmahr
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