im having issues with character movement on clients when using a dedicated server and simulating lag. Video shows it as standard, simulating 30ms and simulating 90ms with the server running via the editor. We’ve reproduced this problem with a packaged client and server too. Tried a bunch of things like trying to process the movement on the server but its not having any effect. Any ideas would be awesome to have, Here’s a link to the blueprint the movement’s processed in (Events are called from the controller BP straight from the input axis)
I can’t see anything wrong with the part of your blueprint you show in the screenshot. It must be caused by something else. How is the replication done? Does the character use rootmotion? Does it have physics assets?
any udpates on this? having the same issue