I have some questions about how some of this networking movement is implemented. I first read up on this stuff and learned about it from this blog. See the server time step section.
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Does the server buffer inputs and only process them a few times per second?
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How frequently is the client sending its inputs to the server? Probably not every frame. Does it do it at a fixed interval?
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How often does the server process the buffered inputs? I.e. what is the server step?
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How does the server male sure its processing the inputs in the same way the client did? Since the inputs aren’t being pressed under a fixed length client side steps, does each input sent to the server also contain a duration of how long it was pressed on the client?
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Is there some special call that runs the physics all in one call over a period of time? Or is UCharacterMovement Component just moving one character at a time?
xpost from Does UCharacterMovementComponent use fixed server steps? - World Creation - Epic Developer Community Forums.
I wasn’t sure if this forum or the answers page is a better place to ask questions, but seems like there is a bit more activity here.