This is in a packaged build using “clumsy” to simulate lag on the server, I’m using the regular crouch/uncrouch functions that work fine under normal circumstances, but when the server is lagging, it seems to desync completely, this doesn’t happen when the clients themselves lag (client 2 lagging, client 1 and server doesn’t see any desync), we see only the server desyncing if he’s lagging. I’m really not sure how to fix this not having good knowledge of c++, has anyone fixed this in the past or have ideas ?
You can test this in UE using those commands with a listen server:
Net PktLagVariance=150
Net PktLoss = 70
Net PktLag = 70