I’ve been wondering why my character jitters on the client side when on a platform, whether they rotate or change position.
After 15 hours (no kidding) of meticulous testing, I disabled the camera lag, and suddenly all my problems were gone.
No more jittery movement on platforms, everything runs so smoothly in multiplayer now. So cool.
HOWEVER, now my movement feels so rigid, it’s awful. The camera lag added a really smooth, stylish feel to the movement, and it looked great.
So now I’m stuck and asking for help. How can I make camera lag work properly in multiplayer?
Any ideas? Has anyone else experienced this?
Moving platforms should always be set to PAWN not ACTOR.
They need to be set to Pawn. But, for some reason, resetting the class doesn’t quite work, so you’ll need to create all-new Blueprints of the PAWN class. Then you could copy your code into those new Blueprints.
It may not be the ONLY issue you have, though, but I guarantee it’s part of the issue.
Got it. I usually start debugging from basic/simple things, does setting DoCollisionTest to False for the SpringArm make any difference? I noticed a camera snap when the player character is at a specific angle on the rotating platform.
When you play only as client does it jitter less or is it the same? So when you play in a single window with Num Of Players: 1 and Net Mode: Play as Client.
Also, what engine version are you using? and do you have the Modeling plugin enabled?
Hello, i’ve tried to do as you said but i think i’m missing something there… i’m not very used to repnotify, could you share what your blueprint look like ?
Hello, so i followed your tutorial both video twice, and my platform is not moving client side
I’ve done everything you did but when i plug your logic it doesn’t move, my logic is just under yours and if i plug it back in it works (with jitter of course) I can’t figure out why it’s not working i’ve done it twice exactly the same