Network movement replication choppy on server
I am networking a simple movable character, but the replication of the client's movement, is choppy on the server.
I have recorded the behaviour for both my own project, but also the standard FPS project. The server is on the left and the client is on the right. Notice the choppy movement on the server (left), when I am controlling the client (right)
Watch it in 1080@60 fps
My project: https://www.youtube.com/watch?v=gSKSTOwc2bA
FPS project https://www.youtube.com/watch?v=JHMOuJmyjmo
Any ideas, what is going on?
asked Sep 17 '17 at 11:53 AM in Blueprint Scripting
Appears that this is an engine bug:
Current workaround is to set p.NetEnableMoveCombining 0 As mentioned here: https://answers.unrealengine.com/questions/524604/listen-server-host-lag.html
---- EDIT: ----
According to a post here:
This means, this is incorrect and will not smoothe the Cube+StaticMesh
Where this is correct, smoothing the Cube+StaticMesh
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