Epic online services {multiplayer testing} Movement

hey everyone i just set up EOS a few days ago and when testing P2P…I move faster than the other person when i am the client and the other person is the host…But when I am the server and he is the client he moves slower…Is movement based on a tick rate? Is it because my computer is faster than his? Can someone please give me tips

Hi. I’m new to this as well. From what I understand all clients should tick at same rate as generally any shared simulation should be consistent. This sounds much like using Unity update function without Time.deltaTime to make it frame rate independent.
The documentation shows a quick and dirty way to test things out:

 // Calling tick on a regular interval is required for callbacks to work.
        private void Update()
        {
            if (s_PlatformInterface != null)
            {
                m_PlatformTickTimer += Time.deltaTime;

                if (m_PlatformTickTimer >= c_PlatformTickInterval)
                {
                    m_PlatformTickTimer = 0;
                    s_PlatformInterface.Tick();
                }
            }
       }

Tho in production this would not be a great idea :slight_smile: Hope this helps. PS. Check if your movement code is fame rate independent. We’ve all made that mistake.