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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.


Product Version: UE 4.18
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asked Jan 30 '18 at 01:16 AM in Blueprint Scripting

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avatar image Franzkie Jan 30 '18 at 05:08 PM

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avatar image Franzkie Jan 30 '18 at 08:18 PM

The answer was really simple,but I couldn't find it anywhere online. In fact, I am not entirely sure why it caused the problems that it did.

The solution is to make sure that you are not replicating the movement component in the character and replicating movement in the character itself. For some reason doing this slows down the client's velocity. Instead you should disable replicate movement in the character and only replicate the movement component. Now all characters clients and server are moving at the proper speeds.

However, now none of my movement is replicating to anyone.

At least, now I have determined that the slowing down of the client is due to replication of movement from the actor. Unfortunately, I need to replicate the movement of the actor. How can I work around this?

avatar image Hammerkeg Jun 12 '19 at 03:10 PM

Did you ever find a solution to this?

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