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:
UPD3. It seems like a bug in dedicated server. Link to vew a world origin rebase blueprint link text
Found a workaround for this issue
Disable movement replication in networking section of pawn and write my own movement replication logic
answered May 10 '19 at 08:32 AM
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