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Client Network Tick Rate

Servers have a max tick rate that they evaluate network connections called ‘NetServerMaxTickRate’

Is there something similar for clients?

I am finding odd warping issues on clients that have 300+FPS and I think it may be due to the number of times they are updating the server per second.

Can anyone shed some light on what determines the rate at which clients update servers in UE4?

Can’t answer your question, but at 300+ FPS you’ll probably have problems with other things as well to be honest. Float operations that factor in delta time will start becoming more error-prone.

Probably worth just clamping the maximum FPS to something more sensible.