Weird behaviour after spawning/attaching actor to Skeletal mesh socket.
Hi guys, I know this may sound like a really noob question, but I think it could be networking related in which I don't have such big experience yet.
I have two players connected to each other over network. Server and Client. An item lays on the ground which upon interacted is spawned in actors ThirdPerson mesh under GripPoint. What happens next is that well it is bit off, it appears on his knee to be honest but that is not the most important case. What really bugs me is that somehow, if Server picks up an item, he starts to move really weird, almost like teleporting, or lagging really. Client sees this behaviour. When client picks up an item, server cannot see him picking it up and sees his movement as normal, but on Clients window he is teleporting the same way Server did.
My question is, why is this weird teleporting/rubber banding behaviour comes from, it only happens after spawning and attaching the item to Skeleton Mesh component. In terms of one not seeing the other picking up the item I guess its purely replication issue, but the most important one is the weird movement. If you wish I could post a video or a gif here with this movement as well as Blueprints of what I am doing.
Problem solved. Turns out my item had Collision turned to BlockAllDynamic. Which I believe during movement collided with the Player's mesh pushing it which looked like teleporting/rubber banding. With these collision settings, everything works fine and for all of you having same issue, my settings for Socket Transform Space are RTS World and for Attach Component are Snap to Target in Location and Rotation but Keep World in Scale Rule.
Have a good day UE4 community!
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