Dedicated server breaks at high fps

I am using ue4 4.8 source build and for some reason on my dedicated server no matter the tick rate of the server if the player’s fps goes above like 120fps the clients start to teleport etc and in general just not work properly. my current solution was to cap the fps to 120, however, I find the far from ideal, any help would be appreciated

Hi @pink_pony,

I get the same problem. It started after using an AdvancedLocomotionSystem.
Did you managed to solve this?

have you checked the target frame rate in the editor preferences?? try that. it could be a network speed issue too. if your server.exe is on a different machine that is.

Cheers for the suggestions but I fixed this issue a while ago. If anyone has this same issue I recommend looking through the config and adding the fields for the client send rate. (Look online for the config settings). This issue is caused by the players frame rate being too high for the client’s send rate to the server thus making the players movement choppy etc.

Thank you!

What config?

Thanks.

Please elaborate your solution. Exactly how much MaxClientRate did you set and did you set the Server tick rate too?

Adding to this old topic because it comes up on Google a lot, but an elaboration on this can be found at multiplayer lag if listen server goes beyond 120fps - C++ - Epic Developer Community Forums

that page does not exsist!!!