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
Sorry long time away from the forum. Did either of you solve your problem? If so, please share the solution!
Also do either of you have answers for my first questions?
More than likely OP had an attached asset w/collision that blocked the capsule component. That’s always going to cause jitter and correction.
No components or attached actors can have collision that “blocks” the pawn preset. You typically just create a new collision obj type called PawnCapsule and use it on the capsule component. Default is block. Then on all attached assets you have their collision ignore the pawn capsule.
That’s what I was suspecting too.