smooth replicated movement... am I missing something?
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?"
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.
answered Sep 17 '17 at 07:12 PM
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