[BUG] Loss of packets during LAN game

Hello I tried everything but I do not understand. I really need help!
I have packaged a multiplayer game I tested two pc in home LAN.

During each party, client moves normally, but there are loss of packets causing teleports on client side. :frowning:
There have been a similar questions on forum, there is an example of bug:

Can someone tell me how to fix it?

Someone could help me please :slight_smile:

Hi tueurdudimanche,

It looks like you’re testing with Shooter Game. Is that correct? Or have you modified its networking code or anything else?

Please and attach logs for both Server and Client. You can find these in packaged game’s folder in ProjectName\Saved\Logs. Thanks!

Thanks for your help, i’m not testing with Shooter Game, this video has been posted by an other person who had same lags. Sorry for my bad english because i’m french. Here are logs : https://fs12n3.sendspace.com/dl/ec01d024fb2c53ca3df19de7d373a66a/5681c3865fe973c2/etln1w/Logs.

That’s fine. Does this happen in a new project for you as well, or only in your current project? I’m seeing a lot of warnings for too many RPC calls, so some things may be getting lost.

It’s difficult to see what with these logs, however. If you wouldn’t mind, it would be useful to have you move these logs out of project folder, then run game again, reproduce lag on Client, then get those resulting logs and attach them here instead. That will help me us focus on moment of problem and see what’s causing it. Thanks!

Thanks for answering. I’ve run LAN game with Hamachi in order to determine ping. lags occured exactly when ping increased from 3ms to about 800 ms. I think that this is linked with LAN instability. Could it be right?

It seems likely you’ll need to cut down on amount of RPC calls being made. A useful tool for detecting which actors are causing large spikes on network is Network Profiler. You can read more about how to use that here:

It would be more helpful for me to see logs from both Server and Client machines after a new run which displays lag. I would suggest clearing the \Logs folder from packaged game on both systems, then run game (with network profiler enabled on client) until you see lag occur, then stop and get me those logs (from both machines) and the .nprof file from client.

Hi tueurdudimanche,

I haven’t heard back from you in a while, so I’m resolving this post for tracking purposes. If you’re still getting some lag and would like some help figuring out where it’s coming from, please feel free to respond with information requested above. Thanks!

I have same issue. You can see it in video:
https://www…com/watch?v=frGRBoMVhIc&feature=youtu.be

Here are project and the .nprof files from multiple tests on multiple projects:
https://.com/file/d/0B_8In_xArpamY1hRelczQTRhSzg/view