Also root of actor is StaticMeshComponent (with cube.fbx)
When i interact with Cube on listen server, interaction is smooth, but on client side interaction is jittering. (No matter StaticMeshComponent “component replicate = true” or “component replicate = false” )See video . How to fix this?
Hello @9Evgeny9 ,
Your settings look correct based on what you’ve shown.
What might be happening is that in Unreal, the network smoothing system is applied only to the SkeletalMesh, not to the root (CapsuleComponent).
This means the engine smooths the visual movement of the mesh, but it does not smooth the position corrections that the root receives from the network.
Because of that, any StaticMesh or component that follows the root directly can show jitter even though replication is working properly.
You can try moving the StaticMesh (the cube) to the DefaultSceneRoot.
Sorry, I didn’t notice you had already placed the mesh on the root.
There are a couple of things I’ve seen mentioned in several posts:
First, you should disable Replicate Movement on the object you’re grabbing (in some cases that alone fixes the issue).
then It may not be a replication issue, but rather an interpolation issue
The server is sending the correct updates, but the client-side interpolation can’t keep up with the sudden positional changes generated by the VR controller. In VR, the hands update every frame with very sharp movement deltas, and if the object is trying to replicate its transform while also following the controller’s instantaneous position, jitter appears.
Since you’re using VR (and I don’t have a headset to test it myself), here are some posts that discuss this behavior. They don’t talk about VR specifically, but they do show possible solutions to reduce or eliminate jittering.
Another possible solution is this video, which shows how to set up physics to simulate correctly in multiplayer
i suspect you don’t attach the cube to the hand on client (or hovewer your grab works), it should be done on client and server. as for pushing it around you can try changing physics replication mode from default to predictive interpolation
laggyluk is pointing the right way. default physics replication is server authoritative with no client prediction, so a cube you shove around gets corrected every net update, and VR hand deltas are huge per frame, that reads as jitter not lag.
per actor setting: select the cube BP, Replication section, Physics Replication Mode. for a grabbed prop use Predictive Interpolation (client extrapolates between server states). Resimulation is for fully simulated pawns with inputs, overkill here. also dont run Replicate Movement and physics simulation on the same actor at once, they fight, let the replication mode handle the transform sync. bump NetUpdateFrequency (60-100 for a held object), turn on CCD on the cube, keep the error thresholds tight.