Camera lag make client jitter on platforms

where’s the onrep_elevator state function?

Right here

Did you set the Lift actor itself to replicate? It won’t replicate vars if it self isn’t set to replicate.

Ok i just checked " Component replicate " on the SM_Lift actor, and it does work , jitter is still there though…

But wait, i compared my way and your way, and yours is LESSSSS way jittery, i’m investigating now

I obtain the same result as you if i check component replicate, can’t get rid of the jitter, it’s less, but it’s there.

Class Defaults → Replication → Replicates.
Component doesn’t need to replicate. Untick replicates for the component.

Okay thanks for your answer, the actor’s replicate box was already checked since the beginning.

Did it smooth out? Should have, your clients aren’t fighting the server position of the lift now.

What do you mean by smooth out ?

I don’t know if this is related but if i unckeck component replicate on SM_Lift it doesn’t move, client side. But it does server side.

Smooth out means drastically reduced jitter, or none at all.


If it isn’t moving on your clients then something is wrong in your setup. The OnRep function controls the movement. The server simply defines the direction of movement to take (up/down).


Swap out the Switch has authority on the begin play with Branch (Is Server)[true] →

Oh, yeah if i plug back in my previous logic jitter is more important. with your logic, it’s still there though but way less, i have a small jitter on BOTH client and server, if i plug mine back in, i have jitter only on client side.

You solution reduce greatly the jitter but i have it on both.

Swapping the authority node make it work on client and not on the server

Very Odd. I just ran my code on a Listen Server setup and it’s smooth as butter.

Can you try a much higher value ? like 0 to 3000 in Z in 5 seconds ?

Also, as i mentionned before, my issue is due to camera lag, you don’t have it on your example
If i disable camera lag everything run as smooth as your butter :stuck_out_tongue:

Z 3000, move time 5s
Also turned on network corrections [ p.NetShowCorrections 1 ] which will highlight when the server corrects the pawns movement.

I enabled camera lag and still didn’t get any jitter.

I’m out working for 3 days but i’ll check again when i get back, have you tried with a caméra lag on Spring arm with a third person charcater ?

Yes that was my last test. I used the settings in screenshots posted near the top of thread.