has anyone used this for movement component replication?
[/Script/Engine.GameNetworkManager]
MAXPOSITIONERRORSQUARED=1000000
ClientAuthorativePosition=true
this should be efficient according to source
/** If client update is within
MAXPOSITIONERRORSQUARED then he is
authorative on his final position */UPROPERTY(GlobalConfig) bool ClientAuthorativePosition;
but my client still gets rubber banded around.
if I override
bool UCharacterMovementComponent::ServerCheckClientError
to always return false seems to work. But the potion where server trusts client and update location doesn’t work (leads to complete desync).
is if (GetDefault()->ClientAuthorativePosition) returning false? meaning it’s not reading config from DefaultEngine.ini ?
thanks in advance if anyone knows a thing or two about this