Character collision on client with latency causes snapping

I’ve searched around and so far have not been able to find any info on this. My issue is that I noticed that in my project characters would get have desync spikes/large corrections client-side when they collided with AI characters that were moving around, when there is latency involved.

To verify that it was not just something specific to my project I created a new project in 4.21 and set up some basic AI that wander around and did a play in editor multiplayer session using the console command ‘net pktlag=125’ to get a ping of ~250. The same sort of issue showed up in that test as well so I tried reducing the ping down to ~180. That helped a bit, but the “snap” would still tend to happen quite often.

265721-clientcollisionbump2.gif

As far as I can tell what is happening is that the difference in location between the AI character being collided with between server and client is large enough due to the latency that on the client its able to cylinder around the opposing character, but on the server it hits nearer the center of the cylinder and stops.

I’ve tried adjusting the limits of how far interpolated adjustments can happen from in the hopes of having the characters smoothly slide into the new corrected position on the client, but that doesn’t seem to have helped much. Is this “Snapping on client side after a collision” issue something that other people have run into?