Hi guys!
In UE 4.27 (GitHub) and UE 5 Preview (GitHub) i caught a bag described in this topic Physics run on dedicated server.
It was resolved in this bug report Difference in Physics on Client in Standalone vs PIE. But i met it again.
For testing were created two empty blank projects with own Pawn class witch has RPC function:
AOwnPawn.h
UFUNCTION(Server, Reliable)
void Server_Move(float Force);
AOwnPawn.cpp
void AOwnPawn::Server_Move_Implementation(float Force)
{
if (HasAuthority())
{
StaticMesh->AddForce(GetActorForwardVector() * Force * StaticMesh->GetMass() * 1000.0F);
}
}
And as in specified topic, movement speed in Editor mode and Dedicated Server is different.
Is there any way to fix it?