Smooth non-character network movement
After trying for months to get smooth networked movement for a static mesh Pawn, and the best I can get is using physics simulation and THAT's still jittery with only 50ms ping, I guess there's just no other way than to use a Character blueprint.
But then I have a problem. I need a collision body that's wider than it is tall, and the Capsule component on Characters is inherited. So how do I replace that with my static mesh and its collision primitive as the Root Component of the pawn?
I can't seem to find a Blueprint node that does this.
asked May 03 '18 at 03:12 PM in Blueprint Scripting
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