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network delay causes local lags

The local player character lags/vibrates when walking. however, this doesn't happen on the server or any other client. So basically the character you control lags only on your client, not on any other client or the server-side. I figured out the worse your ping the larger are the gaps between the "character vibration". it immediatly stops when you stop moving. it looks like you move forward, get teleported back to the old server-position, but depending on your ping you get moved back to your local position again. why should a network delay cause local lags, but replicated movement is still smooth?

if I can't fix this, is there an easy way to make the server not moving locally controlled characters, only the remote ones?

Product Version: UE 4.21
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asked Jul 14 '19 at 12:11 PM in Blueprint Scripting

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trashlucy
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avatar image trashlucy Jul 14 '19 at 01:47 PM

if I set the network smoothing mode to "disabled", the lags are barely visible anymore and the game is much smoother, even with a delay of 100ms. If I set it to "linear", rotations are completely wrong, so I stick with the "disabled" option for now.

avatar image trashlucy Jul 14 '19 at 02:15 PM

fixed it by disable replication for that capsule component. why do I always get it on my own right after I post here?

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