I want my character to move fast and rapidly change directions and some properties like ground friction for example. And for the controlled character the input should be very responsive and snappy just like if it's controlled in a single player game. I really not to much worry about an enemy characters. It's not so much important as a player character. But whatever I do, I cannot make a client not to jerk and teleport. For example I have a dash move. It's done thru changing CharacterMovement properties like GroundFriction, MaxWalkSpeed, MaxAcceleration e.t.c. Yes, I do replicate them to server after they were calculated on client. And then I apply AddMovementInput. In single player or on Host player it works fine. But client does the move, than teleports back for at least a half of a distance and then jumps back to the correct location. I think what I need is to disable server to correct client. Server should just accept whatever client sends to it. But how to do it? I've tried checking Ignore Client Movement Error Checks And Correction as well as Server Accepts Client Authoritative Position. But It does not change anything. I've also tried to change Network Smoothing Settings and with no luck.
Also Yes I understand that usually in common practice server should do all the work and calculations, and clients just sends input and waits for game to happen on server than sinc the picture to the results. But! It takes too long for the type of a game I want to do. So for my case it doesn't work. I need at least movement to happen on clients and server should just listen to it. And I do a bunch of recalculations of the input for my controls to work as I need, as standard movement component doesn't provide the right way of movement. For example I need my character to walk in the direction of actual movement, and not in the direction of acceleration, as it's looks like it's drifting and I don't want it to drift, but deceleration still must not be instantenous. And so on. All of it must happen on client first as well, as mentioned above, Dash move.
And Yes, I want to do everything with Blueprints Only. Please Help!
Also Yes I understand that usually in common practice server should do all the work and calculations, and clients just sends input and waits for game to happen on server than sinc the picture to the results. But! It takes too long for the type of a game I want to do. So for my case it doesn't work. I need at least movement to happen on clients and server should just listen to it. And I do a bunch of recalculations of the input for my controls to work as I need, as standard movement component doesn't provide the right way of movement. For example I need my character to walk in the direction of actual movement, and not in the direction of acceleration, as it's looks like it's drifting and I don't want it to drift, but deceleration still must not be instantenous. And so on. All of it must happen on client first as well, as mentioned above, Dash move.
And Yes, I want to do everything with Blueprints Only. Please Help!
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