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Set world origin in multiplayer causes pawn stuttering

After updating the unreal engine from 4.19.2 to 4.21.2, a strange problem appeared.

Have a "Set World Origin" node triggered by a timer. Without a dedicated server, everything works smoothly, but on a dedicated server, this node stutters the pawn. It looks as if the pawn is teleported to a certain point, and then returns to the same place.

In project settings property "Enable Multiplayer World Origin Rebase" is set to True

Unreal Engine built from source. In previous version of engine all works fine

UPD. Also tried to enable "World composition" and "Enable World origin rebasing" in World Settings tab with the same result

UPD2. Set world origin logic looks like: alt text

UPD3. It seems like a bug in dedicated server. Link to vew a world origin rebase blueprint link text

Product Version: UE 4.21
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asked Apr 17 '19 at 08:09 AM in Using UE4

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DarkSeraphim88
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avatar image FinalZer0 Apr 17 '19 at 02:19 PM

Where are you moving the pawn? I think you are moving pawn only on Client side, so that you see that client is new position, but in Server it's still there.

If your pawn is replicated then make custom event node that has "Run on server" selected and change Pawn position from there

alt text

avatar image DarkSeraphim88 Apr 18 '19 at 09:21 AM

Client only get input information and send it on server. All pawns moves only on server, then all client gets pawn positions from server with replication alt text alt text alt text alt text

In Unreal Engine v4.19.2 that works fine

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Found a workaround for this issue

Disable movement replication in networking section of pawn and write my own movement replication logic

alt text alt text alt text

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answered May 10 '19 at 08:32 AM

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DarkSeraphim88
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avatar image DarkSeraphim88 Jun 12 '19 at 08:11 AM

This Issue on Issue Tracker Issue ID UE-75990

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