Characters jitter when moving into each other on a moving base

Hi,

I believe your solution to be your best bet as there’s no built-in way to determine based movement updates synchronized across multiple characters.

Your solution ensures that all characters on the same base update at the same time making collisions more consistent. Testing with p.NetShowCorrections 1 shows the corrections being made causing the jittering when not in the green zone.

Most other threads discuss a platform vs character jitter which testing didn’t result in any solution regarding the mentioned problem and are things we can rule out.

Thread 1: Setting Network smoothing to disabled didn’t fix the jitter.

Thread 2: Ignoring Class Movement Error Checks and Correction just made the player characters slide off.

Documentation: Ensuring SetBase was set to the platform didn’t have any effect as GetMovementBase was already updating appropriately.

That being said there is an extensive document on Networked Movement in the Character Movement Component that offers an in-depth explanation on the topic.

The best practices for Networked Movement Abilities (CMC) offers best practices when it comes to debugging and general advice that could be beneficial to your situation.

If you’re looking for alternatives, Mover may be something to check out as it is intended to become the next gen approach to character movement.

Please let me know if you have any questions or comments!

Regards