The problem with pawn replication
Hello, why does the client copy of the pawn twitch?
Uses standard replication movement.
I pass the user input from -1 to 1 and depending on this value I apply force on the server in different directions.
But the pawn on the client side for some reason is twitching, and if I am also transferring to the server locally and using similar force, then everything is fine until I compile a separate client and a dedicated server.
As far as I remember, in the early versions everything was fine, nothing twitched.
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