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Smooth multiplayer movement via GameSparks

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    Smooth multiplayer movement via GameSparks

    So I'm trying to create a smooth movement over the gamesparks real-time server.

    I am updating the players location 10 times a second. So in theory I should be able to VInterpTo the servers character location, from the characters current location at a constant rate? With a time interval of .1 seconds? I would imagine in theory this would make a smoother character movement? Assuming no packets are lost, or take an extended period of time to get to the client, of course.

    Can someone maybe provide some insight on how they have created a smooth character movement over networked games?

    Secondly I fail to understand exactly what the "Interp Speed" variable represents on VInterp to Constant. I don't really get any decent results unless it is set to around 5k-10k. But the movement is still very choppy.

    Thanks a bunch!

    #2
    I'm still struggling with this if anyone can help!

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      #3
      Hi
      It would help if you showed us your Blueprint.
      I have used Finterp and the important thing is that the variable connected to the result should also be connected to the current as shown below. Also I found that speed settings were somewhere between 4 - 10 for my application

      Click image for larger version

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        #4
        Here is my blueprint if it helps...

        Click image for larger version  Name:	 Views:	1 Size:	227.1 KB ID:	1391983

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          #5
          The Character Movement Component handles all networking for you, no need to do it manually.

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            #6
            Originally posted by FrostyElkArne View Post
            The Character Movement Component handles all networking for you, no need to do it manually.
            But I am using gamesparks real-time server. I am not using the native unreal client server architecture.

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