I’ve got a problem with network movement:
I’ve ticked “Replicates” and “Replicates Movement” in my pawns defaults and that works somewhat fine (I see other players moving over the network), BUT the server Position differs from the one on the owning client and that difference gets bigger over time. I am using a custom movement component (derived from the floating pawn movement component), could that cause any problem? (It shouldn’t, right? As the server should update the absolute location anyways…?)
I tried to replicate my own “CorrectLocation” vector from server->client and override the ActorLocation on the client and then it works fine. However that game is intended for mobile, so I’d like to save that network overhead.
Thanks in advance!