Client Character Movement Slower Than Server's
I have been messing around with replicating my character movement for a week now and I am not sure why this problem occurs. The Server character always works correctly, but any clients move more slowly. The actual velocity of the client is slower than the Server's, but the movement component seems to mirror the Server exactly. I have tried using replication and RPC's in many different ways to get this to work and for some reason I can't get it.
I handle input in the Player Controller which gets passed to the character movement component in the character. I am happy to provide any other details on the situation, but I am not sure which details are pertinent to the problem at this time.
At this point I am really not sure which way to go. If someone could point me in the right direction I would really appreciate it.
asked Jan 30 '18 at 01:16 AM in Blueprint Scripting
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