[Multiplayer] Walking on physics boats with character movement component

Hello,
I have been attempting to create a game where players can freely walk on physics based boats moving across an ocean. The game works flawlessly on single player, but when I attempt to replicate it over the network, and while using the character movement component, the characters are constantly getting corrected at latency over 30ms making the movement look jittery. I have take a couple different approaches to my problem:


1. I have tried to allow the clients to replicate the physics themselves by first giving them the boat location, then giving them the time of the server then subtracting that from their own time then adding that to their wave offset which led to the same result of the character constantly getting corrected.

2. I have tried to turn off boat physics for the clients and just replicate the location and rotation, but even if I don’t smooth the location and rotation I am still getting constant character corrections.



I have been using the The Environment Project (Ocean Project) · GitHub to simulate buoyancy and I’m not sure if its the way the buoyancy is being simulated that’s the problem or if character movement component is just not set up for moving on physics based objects over a network.

Did you fix it and if so how?