How To Sync Projectile Trajectory Across Client / Server
Testing my multiplayer blueprints uncovered a strange sync issue with projectile trajectories. For most of the projectiles they appear to land in the same location server side and client side. But there is one projectile in particular that desyncs even though the transform on the server and client print string equal numbers. Furthermore the bullet Actor is set to Replicates in the actor settings.
Clearly the red bullet on the client (right) is not even near to hitting the line trace target even though the Server hits the mark every time. How do I sync clients to see the correct bullet trajectory?
turns out I didn't enable Replicate Movement in the Actor settings
answered Oct 05 '17 at 04:18 AM
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