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How can I do multiplayer physics with immediate client results?


I am trying to do multiplayer physics with immediate results on the client side. I need players to be able to bump into a physics object and see it move, then correct based on the server. I tried hermite interpolation to get perfect playback, but players can't interrupt and see their results without lag. Instead I tried using forces which lets people interact immediately, but then the physics objects don't sync correctly (since physics is non-deterministic).

My question is then - how can I do multiplayer physics with immediate client results corrected by the server?

I have a video showing the issue here - https://www.youtube.com/watch?v=YV7NTF9JJPU&feature=youtu.be The video shows forces and correction. The ball will curve away from the ground or walls based on forces. If I use hermite instead, then playback is perfect but clients just cannot interact with the ball without experiencing lag.

Product Version: UE 4.20
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asked Sep 30 '18 at 01:22 AM in Blueprint Scripting

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avatar image val59000MC Oct 19 '18 at 06:06 PM

Hi you may want to rollback to 4.19.2, replicated mesh component with enabled physics used to work well enough (except with high latency of course). Since 4.20 it is broken, there is an open issue here : https://issues.unrealengine.com/issue/UE-62714 The is no ETA for a fix so it migth be broken for a long time.

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