Physics based movement in multiplayer, sync issues
This has been driving me mad, I can't get an accurate way to do this working. I had a very smooth and nice network script working, but I found that it quickly became out of sync between the various clients.
What I tried originally:
What I tried to fix this with:
Kinematic replication of character rotation and position on the server, replicated other clients.
Result: Actors with "Simulate Physics" can't have kinematic based property applied to them, so it didn't work at all.
I then tried using an Authority switch to turn off Simulate Physics on the server side, but this didn't help as I assume the remote clients still had it enabled so ignored the replicated movement they were asked to do.
I am thus at a loss. How on earth can I do this? I'm sure its possible, I'm just not seeing how!
asked Aug 17 '14 at 08:12 AM in Blueprint Scripting
You're going to have to copy the bone and other transformations to server and then to clients every few frames. No other way around it.
answered Oct 16 '14 at 04:18 PM
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