Client stutters when jumping on a moving platform

Hi everyone,

I’m working on a multiplayer game using Unreal Engine 5.5, and I’ve run into a problem with a moving platform and client movement replication.

When the client character jumps on top of the moving platform, it experiences micro stutters or hitching during the jump.
However, if I disable “Replicate Movement” on the platform, the jumping becomes completely smooth — but then the characters’ movements are no longer visible to other players.

Currently, I’m handling the platform’s movement on the server side (in GameMode) and broadcasting its location to all clients, so the platform itself looks synchronized for everyone.
That part works fine — both players see the same platform position.

It seems like this issue might be caused by a conflict between the engine’s replicated movement updates and the character’s actual jump position — but I’m not sure how to properly fix it.

**How can I make the client’s jumping smooth while still keeping character movement replication working correctly?
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(**When I enabled the “Stay Based in Air” setting, the stuttering while jumping on top of the platform was fixed, but the stuttering when getting on and off the platform still remains.)

The stuttering is server correction. Your platform and the servers platform are not synced.

Try using an Onrep to start the platform moving. Don’t replicate its movement.

I’ve tried almost everything — server authority movement, multicast updates, replicated movement, even timers with custom smoothing — but none of them solved the issue completely.

Right now, the only thing that works smoothly for me is using a Level Sequence with “Replicate Playback” enabled. It keeps the platform perfectly synced between server and clients with no stuttering at all.

I’m not sure if this is considered a “correct” approach or just a workaround, but it’s the only stable solution I’ve found so far for multiplayer moving platforms.

Do you think using Level Sequence replication for something like this is a bad idea in the long run (performance or network-wise)?

Use the network profiler to see what the bandwidth looks like.

Also, set a fix fps for your server.