Community Tutorial: Networked Physics - Pawn Tutorial

Tutorial for creating a custom physics-driven pawn that works in multiplayer through physics resimulation.

https://dev.epicgames.com/community/learning/tutorials/MoBq/unreal-engine-networked-physics-pawn-tutorial

I just copy pasted full files and did other setting up stuff just to check out. And client inputs doesn’t seem to work for some reason. Listen server can move and everything works perfectly, however when trying to move as client, sphere moves then gets corrected back to where it started without moving on server. Any idea what I could have missed?

Hello, did you find what it was?
Sounds like it’s networking (iris, pushbased) but could also be that the inputs being sent from client to server aren’t populated correctly on the client or that the server doesn’t apply the inputs received I doubt those two though.

I’d recommend printing out logs along the flow or breakpointing it.
Does it hit BuildInput_Internal() on the client and ApplyInput_Internal() on the server?
Is the input value lost between those callbacks?

Check if the server receive the input RPC: UNetworkPhysicsComponent::ServerReceiveInputCollection_Implementation()
You can print this debug log to see the contents of the incoming inputs (there will be multiple inputs in each RPC)
ClientInputCollection.DebugCollection(FString::Printf(TEXT(“ServerReceiveInputCollection_Implementation”));

Hi, I tried to follow the guide step by step but I encounter the same problem like @Nicat .
I tried it on 5.7 (also bUseIris = true; mentioned in Introduction to Iris is no longer available I guess).

Do you have any idea what I could have missed?