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Why is there a Twitch/Jitter in the movement of a replicated actor on client?

I have an actor blueprint set to replicate, within which I have a static mesh component. I am moving the static mesh through a timeline (each hop is 0.2 seconds). The movement is instigated by a click on the Static Mesh component.

While the movement on the listen server is perfectly fine, the same on the client is fine as well for most part, but there is a twitch/Jitter in the motion on the client. This Jitter happens randomly and there isn't any pattern to it, for me to identify as to what may be causing this issue.

I have used the correct logic to construct the calling of RPCs.

Can someone explain this please?

I have tried several things over the past few weeks including experimenting with Net Update Frequency, increasing the Timeline duration, but the problem persists.

I would really appreciate help on this.



Product Version: UE 4.18
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asked May 02 '18 at 02:48 PM in Blueprint Scripting

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If you are moving the static mesh using a Timeline, it might be better NOT to replicate the movement, and simply trigger the timeline on both the server and the client. That way position updates that come from the server will not cause it to adjust in the middle of its movement while it's trying to timeline move on the client. (and those position updates will never be exactly on the same time as the other computer on the network, but with some smoothing and prediction might appear to be).

Simplest way is don't replicate movement, just RPC trigger the timelines.

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answered May 14 '18 at 07:52 PM

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