Multiplayer pawn movement issue, help please!
Hello everyone i am working on rolling template and i modified to be multiplayer project and i have issue with client movement response.
when the client move it's have some of lag or delay i tried 14 different way to move the pawn on multiplayer and it's all have some sort of lag.
i couldn't figure out how to solve this problem.
my best way to do this movement:
1-Input event execute.
2-Get torque value of the ball roll based on axis value.
3-Check if this machine server/client.
a) If server:
1- Roll the ball by torque value.
b) If client:
1- Send to the server the torque value.
2- Roll the ball by torque value (on client side).
3- Roll client ball by his torque value (on server side).
and these pictures on the pawn BP class describe how to this work:
this problem disrupt me from working
can any one help me please!!!
If it is using physics then you should only apply the torque on the server.
(The blueprints you tried to include aren't showing up)
answered Apr 09 '18 at 04:12 PM
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