x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

smooth replicated movement... am I missing something?

Hi,

simple question to see if I am "missing something" in how things should work in unreal. This is a very simple "minimum project" in my dropbox folder: link text (~2.5MB)

In it, I have an empty level with a floor and a box. When you press x or y, it will move up and then down. The box has "Replicates" and "Replicate Movement" checked. You can just download the source and un-rar it. It is small and minimal. The idea is to start the project in PIE for 2 players (no dedicated server)

The question I have is: When the server or client activates the movement (by pressing x or y), it starts on both the server and the client. But the client box is jittery and very laggy. This can be improved if the "Min Net Update Frequency" is increased but it seems odd to me that this is already necessary for an almost empty project. Also, the lag/jitter seems to be the worst when the box is going up but when going down it seems fine. And also: If you start the project with 2 players and a dedicated server, everything is going butter smooth.... Why is that?

I have read that I can maybe do the moving of the box in the client and that I can only do a form of validation on the server, but then I do not really understand why the engine has movement replication at all unless this is only meant for "none smooth movement" (teleporting).

So, am I missing something or am I doing something wrong, or is this "just the way it is?"

Product Version: UE 4.17
Tags:
more ▼

asked Aug 29 '17 at 03:52 AM in Blueprint Scripting

avatar image

bggangel
31 2 6 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

in case someone stumbles onto this question: This page helped me: click here.

And in case you looked my provided code, there is a node that can force network updates called "Force Network Update" and it takes an actor as input. If you put the box as input for that network update, we get smooth movement (on method 2). This is the simplest "fix" I found without changing the "Min Net Update Frequency" and without doing the movement on the client and using the "Replicate Movement" function on the server.

more ▼

answered Sep 17 '17 at 07:12 PM

avatar image

bggangel
31 2 6 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question