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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.

VideoTest

TestProject.rar

Product Version: UE 4.18
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asked Jan 12 '18 at 07:34 PM in Blueprint Scripting

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Yakim
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