Server RPC call rate?
Hi. I have a listen server and 1 client. I have a client controlled Pawn. Pawn has
Anim Node calls to Pawn with bones every frame and Pawn every frame calls UpdateBones(bones) what is
Server updates the Bones with aBones and as it is replicated, all clients has an updated bones what is good.
Problem I have is
Client/server runs on same machine, so there is no network lag at all. I do run server in PIE, and client starts in separate window.
Thanks for the help
It has nothing with RPC eventually. I do update variable, array of bones on my actor within
I'm not sure what could be a reason for it. Next I would try to update variable on AnimBP, and pass variable from AnimBP to ActorBP via AnimBP's Event Graph
Im not sure what is happening and how it works. I did add to my actor one more
From AnimNode I do copy bones to this array:
Actor's Tick Looks like
so.. AnimNode put data to
UpdateBones_Implementation called straight away. No problems here. As soon as I change UpdateBones(Bones) to UpdateBones(LatestBones) I start to have same issue. UpdateBones_Implementation called with 0.3s delay.
hats Funny.... I decreased number of Transformations in Array and delay decreased as well. Now I send half of all transforms (30 instead of 60) and my delay halved.
Is there any buffer size or long serialization/deserialization process?
Actual problem was a cap on network speed. It was not enough to send all data in one go. I had to increase the values in .ini files for
answered May 09 '19 at 01:55 PM
Unreliable calls you used will dropped while the network traffic goes heavy. And duplicate bones per frame may cause your network saturated.
answered May 08 '19 at 10:14 PM
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