Server Tick Rate Affects Character Mesh Physics
I have a need for a pretty high server tick rate. Physics actors work fine but the Skeletal Mesh and/or animation for characters gets wonky.
I want my characters to be able to kick around the ammo/weapon pickups. That works fine in the editor and on the server when it is running with a normal tick rate.
When I increase the server tick rate, however, the character kicks the pickups with much more force than it should. It seems like the server tick rate isn't being accounted for somewhere.
Or am I doing something wrong? The character isn't doing anything fancy. I set the collision to Enabled (Query and Physics) but (obviously) Simulate Physics is off. The pickups are simulating physics. And like I said, it works when the server is running at the usual tick rate.
Sounds like an engine bug, assuming you're using the default interactions and not applying forces directly yourself. There definitely shouldn't be such an obvious discrepancy based on frame rate.
There are lots of settings in the Physics Interaction section of Character Movement properties, you could try playing around with those. Failing that, you can disable the automatic interaction and implement it yourself by applying forces on hit events.
answered Aug 15 '17 at 07:47 AM
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