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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?

Product Version: UE 4.20
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asked Oct 28 '18 at 03:10 PM in Blueprint Scripting

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avatar image mightyenigma Nov 04 '18 at 07:10 PM

I have tried not running the timelines on client and just replicating the ones the server runs. That didnt work. The client version doesnt move. I have tried having the server send its current time to the client to reset them to match. But the client is still several degrees behind in its rotation.

I dont see this problem when testing two instances on the same computer using LAN but I see it when Androud phone client connects to the PC host. The lag in the timelines happens on the android. I need to try it with two PCs to see if it is specifically an android issue.

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