Hi,
I am working on a very arcady plane / aircraft pawn and I am very happy with my results. It uses mostly manually calculated values for setting the speed and rotation directly instead of heavily relying on physics, which I hope helps for multiplayer. Currently I dont use any movement component.
Is there a way to make this work with e.g. a FloatingPawnComponent or anything else that would help to implement client side prediction? Currently in multiplayer the server corrects the movement of the client a lot which makes it borderline unplayable except for singleplayer.
When trying the FloatingPawnMovement it seems to have no inertia or gravity set up but is there a way to integrate it? I didn’t find much info on it, it doesnt seem to be that popular. But maybe someone can give me a hint if it would work for an aircraft?
Thanks in advance