Hi all, I’m new to UE4 networking and in the process of trying to understand it I’m attempting to make a networked version of Matthew Palaje’s Titanfall 2 Wallrunning vid (link: Lets Create Titan Fall 2! Wall Running - Blueprints #10 [Unreal Engine 4] - YouTube)
The issue I’m having is while the server’s wallrunning works fine, the clients can only wallrun once or twice. The next attempt to jump on the wall fails to wallrun with the player simply falling along with some jittering and lag. My wallrunning uses LaunchCharacter instead of AddForce since my jumping also used LaunchCharacter and that works without issues, and AddForce had a similar issue with failing to work which is where i diverged from Palaje’s video.
Overlap events seem to be working fine and what I assume the issue mostly rests with failing to synchronize pushing players along the wall and the server being like NOPE DONT DO THAT. I have the wallrunning movement functionality called through a multicast, and if it is a client it calls a server event that then calls the multicast.
I have the jumping & wallrunning script section here (asdf posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4) as well as zoomed in sections of the server & multicast calls as well as the contents of the wallrunning macro.
UPDATE: It was pointed out my Multicast for wallrunning wasn’t set to reliable, however after fixing that the situation was improved but the problem still remained after a few wallruns. Sometimes the LEFT WALL string is printed when the players immediately fail to stick to the wall which leads me to believe there’s also problems with overlap events, but that’s also inconsistent whenever players can’t wallrun.