Well, I build a first person shooter game, ready for multiplayer, 100% using blueprints.
The problem comes that when I test the game with a server and a client (or more clients), client “bullets” get lagged.
This is normal to happen on an online game, but Im very concerned about the frequency of this happening on a LAN game test.
What I mean by lagged bullets is that if a client is moving, for example to the right, and he shoots agaisnt another player, the shooter client trace shows a hit and spawns the effects (blood), but the server gets this trace a bit more displaced to the right so there wasnt a hit and it doesnt takes damage.
My weapons are instant hits so Im just using line traces to do the impact checks.
Someone knows somethink about it? maybe its because BPs are not ready enought for this kind of replications?
Thank you community!