Character movement is stuttering on client

ive checked alot of different topics around net for this problem and havent found fix for it. so all clients who connects to listen server over online are getting this weird lag on movement, its annoying and not fun to play. (also on lan but not so bad) characters are parented from “character class”. basic movement setup with replications. nothing special. i feel like its lagging only when character runs some other direction than straight forward… i have also tried to tick “use controller desired rotation” and “orient rotation on movement” with no luck. anyone who knows this problem?
thanks.

heres couple screenshots:

224248-characterrotation.png

224249-replication.png

Hey there, i would try to first try to minimize the amount of code that is running the movement code, so for now try unhooking the paused? branch, camera shake, gate, etc and just call the add movement input and see if that helps.

If you create a new project from the same template you used do you have that issue? How much code have you already added on top of the template?

ok i removed all those and put events straight to movements but that didnt fix it =/ tried with 2 different characters

just formatted my pc totally 2 days ago, did a new copy from project also. there is some code in the project, game modes, states, player states, many variables and stuff. game is running perfectly with high fps / network code works well and stat net gives green only. client character is just lagging always.

I would suggest to try it on a clean project based on the template you used just to make sure there is nothing wrong with the project. If that works i would try to use the default game state / game mode / player state, to see if something is interfering with the client. If that doesnt fix then i would create a very basic character deriving from ACharacter with just a simple skeletal mesh with no animations and see if that helps.

and it happens with all movement speeds, nothing is changing speed that could mix with server/client

project is created on clean with starter content, and im too lazy to start adding multiplayer system for clean project. also theres code that much in modes and states so im gonna check every node now through before i start copy all that… just noticed that all my gamestates and modes i had disabled the tick stuff on start, no clue if that has an effect for it. changing graphics settings ingame will remove that weird lag but only on local machine 2 screens.

224287-ticks.png

if this setup doesnt work over online i will try that new character thing.
enough for today, tomorrow more investigation.

Hi kmssn! Any news about this? Did u fix it?
I drag a problem like yours for a year or so and still havent found any real solution.

Heyu guys, I had this problem and I fixed it by turning off “component replication” in the character mesh

286966-screenshot-2.jpg

286965-screenshot-1.jpg

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Thank you very much, this fixed it for me.

Seems that I enabled it at some point when I was starting to explore Networking.

Great! Please mark that answer as Accepted to help others having the same problem who come here searching for help.

before that didnt fix it for me because i had replication on other components too, camera, capsule component etc… remember to disable those too! thanks so much.

Would anyone know why “Component Replicates” needs to be off? I always thought those needed to be on to replicate anything.

Gonna try this solution and hope it works for me.