Sync timeline network replication
I have moving parts in my level that rotate based on a float coming from a replicated looping timeline. Usually the gaps in these slowly turning rings match up between server and client but sometimes they dont sync amd the client sees the gaps in the wrong places so they cant pass through where they see the gap because it is not turned to the same angle as on the server.
I wonder should I not play the timeline on clients and just on server?
asked Oct 28 '18 at 03:10 PM in Blueprint Scripting
Follow this question
Once you sign in you will be able to subscribe for any updates here