Client side replication is jittering

I have replicated Actor “Cube“, with settings

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?

[Client Jittering] [https://www.youtube.com/watch?v=Qkslv35hWcY\]

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.


Hope it helps!

Thanks for the reply, but i already told that StaticMesh is the root of BP

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