Does UE4 have client-side prediction built in?

As you stated this in June, I am wondering what the progress is on this? I cannot see it in the UE4 Roadmap and am currently building a commercial Online RPG game with a team which uses the navigation system.

We are currently using a work-around where the server uses an AI controller for the player; however, we would like to have a solution in the next couple of months that allows us to use a networked navigation system with the player controller before we get to a stage where we are ready to release our game publicly (where we plan for an initial release in the next 4 to 6 months).
We would prefer not to waste time on re-working the navigation system and implementing this ourselves if it is a planned feature.

You could try this:

I found this old question yesterday and I’m facing the same problem right now

https://forums.unrealengine.com/showthread.php?77199-Multiplayer-Topdown-Game-Navmesh-won-t-be-replicated-to-clients

It seems that there is still no simple solution implemented by epic and I hope this changes soon :frowning: So are there any news regarding the implementation that Mieszko mentioned above?

And did you guys find a simpler solution for tha client side navigation in the meantime?

Sorry for the delay in replying - this slipped under my radar. Im certainly not an expert on the Navigation side of things but there is a little more info that may help:
You can enable client side either navigation by adding the following to the defaultengine.ini in the config folder of your project:

[/Script/Engine.NavigationSystem]

bAllowClientSideNavigation_Experimental=True

This can also be enabled in the project settings.

I was given this explanation from our resident Nav expert Mieszko.

This will result in there being
navmesh and the whole of navigation
system instantiated on clients as well
as on server. This allows for
performing pathfinding queries on
client, but not much more. Last time I
looked at it you can request
player-controlled pawn’s move along
the path, but wit doesn’t really work
with server. Server knows nothing
about this movement type so is
constantly correcting client’s
location to the only known valid
location (which is the spawn point).

Thanks for the update! Just tested it.

In 4.8.2 Source and Launcher Preview1 4.9 server doesn’t know about movement and corrects location to spawn point as mentioned.

But even if it will work, isn’t it better to avoid spawning the Navigation System for better performance on the client? Let’s say for example on a mobile phone.

It’s interesting that this thread still lives. And I’m glad there is some development in client-side navigation. The main reason for us to use bAllowClientSideNavigation_Experimental would be to predict server movements on the client to reduce the lag. However I’m not sure how one would implement this.

This is exactly what I’m looking for to reduce the occuring lag. I hope there will be some support on this soon :-/

No it does not. Those are all server side unfortunately.

Hello :slight_smile:

First of all thank you very much for your help on this! The solution you posted has been fantastic.

I am, however, having problems setting up the proxy. I have posted my question here: How do you set up a camera on a proxy pawn for a character? - Cinematics & Media - Epic Developer Community Forums

If you have the time and notice any reasons why this isn’t working, I’d greatly appreciate the help. Alternatively, if you know of any tutorials that could be useful to watch as I try to problem solve - please let me know :slight_smile:

Hello :slight_smile:

First of all thank you very much for your help on this! The solution you posted has been fantastic.

I am, however, having problems setting up the proxy. I have posted my question here: How do you set up a camera on a proxy pawn for a character? - Cinematics & Media - Epic Developer Community Forums

If you have the time and notice any reasons why this isn’t working, I’d greatly appreciate the help. Alternatively, if you know of any tutorials that could be useful to watch as I try to problem solve - please let me know :slight_smile:

Can you please post All BPs cause i dont understand how it works at all, and i cant even try to make example cause i dont have all BP sheets

So, just wondering, after almost 2.5 years has anything changed on this front? I seem to be having the same problem with trying to keep AI pawns in sync while moving. The server moves them, but then the client is constantly correcting them, so they appear jerky.

This is also causing me bother, an in native engine method would be brilliant.

I’m impressed. After almost 4 years, nothing has evolved regarding this subject? Wow.

Does anyone here found an alternative to @'s solution? Is there something Epic have prepared for us that I’ve not found yet?

I’m completely stuck. Simply can’t make topdown characters consistently move in the map and replicates that information with precision to the other clients.

Please ensure check Allow Client Side Navigation in project settings.

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Hello its 2019 and same problem still exists. for a long time im loking a way to solve this. still couldn’t find anything.
https://www…com/watch?v=HqM-XqmqqB4. And just only find this method for the solution. But there is one problem in here. If player has lag and when you try to move it, player waits a little bit. ā€œWait time depends to your pingā€ and then it moves.So it can be bad in terms of play. There is nothing like this in "Add Movement Input ". It moves exact time when you try to move.

And i learnt Torchlight Frontiers made with unreal engine.It uses Navigation System click to move and also contains multiplayer.So there must be an another way to make this maybe with c++? or maybe they are using the method that i posted the link.

So could someone manage to make it ? Any ideas ?

Tried solution and it works well. Also if you want to have SpringArm go to it and in Details panel disable ā€œDo Collision Testā€ and it should stop falling to the ground.

This results in some pretty chunky movement due to the server correcting the client so the character stutters all over the place.

I would also like to know if there are any new solutions to this. I have my AIPawn set up similar to the solution listed above, but I’m having issues with other systems because of the setup.

Hi there found this tutorial how to quick solve problem - Btw it should be implemented as standard in this top/down project in next builds
https://www…com/watch?v=22oMcygkEGQ&ab_channel=MrZadocH