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How to properly replicate ball location (with physics)

I have a ball with physics enabled which runs nice on server,but since "replicate movement/actor" doesn't replicate objects with physic I have to use an multicast event that replicates the new position to the clients each frame(tick).

This does look good when testing inside editor,but as ping increases you start to see the ball stuttering.

I tried to add Interp to smooth movement over those slower frames,as you can see below...But it just makes it stutter bit differently.

alt text

I tried using few diffenert Interp Speeds but with no luck.

Product Version: UE 4.17
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asked Oct 24 '17 at 08:16 PM in Blueprint Scripting

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avatar image mightyenigma Mar 14 '18 at 03:49 AM

You might get better results by adding force on Server through client-to-server RPC, and replicating the ball movement.

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I'm stuck on this too, has anyone got a solution?

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answered Apr 07 '18 at 12:14 AM

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