Evil Software - ButterNet Movement Sync

ButterNet Movement Sync replicates pawn movement as compact push-model state rather than per-tick RPCs. A pawn that hasn't moved sends nothing at all, and clients interpolate between the poses that do arrive, so movement reads as a smooth motion instead of jitter.

Drop the actor component on a pawn and it starts itself from BeginPlay. There is no subclassing, no character movement rewrite, no change to how pawns move on the server, and no c++ required. Turn off replicate movement and let ButterNet take the wheel!

Send rate, movement thresholds, per-axis channels, smoothing delay and extrapolation limits are all exposed, so you can tune against your own world rather than the benchmark. Pawns replicate individually by default; an optional batched mode publishes them into one shared container per region, for maps where pawns cluster tightly.

We’ve all been there.

You’re sitting at your computer, building a multiplayer game in Unreal Engine. You want your game to have a bunch of moving dudes, but you realize that the default Character Movement Component is computationally greedy and contains a whole bunch of features that you won’t ever use.

So, you re-parent your dudes from Character to Pawn and you add CMC’s glue-eating cousin called “Floating Pawn Movement”. You wipe the Cheeto dust from your fingertips and pat yourself on the back for a job well done.

“Maybe now she’ll be my girlfriend,” you tell yourself.

The next day you connect to Prod and suddenly the pawns are jittering about wildly.

“WTF, this looks terrible! Why are my dudes jittering?”

After reading a bunch of Reddit threads and being called a “friggin’ doorknob” by a guy named PickleBlaster69, you eventually figure out wtf interpolation is. You discover that among the bloated base movement component, there’s a small bit that is actually useful: network smoothing.

But you can’t use the CMC at the scale that your game requires and, due to the game thread limitations, you can’t simply shove money into upgrading your potato server. You need to keep the tick load light and you need to not have your game look like complete crap, but what is the solution? Surely somebody has solved this problem…

Enter ButterNet Movement Sync.

ButterNet smooths those network lumps into rich, creamy gameplay. Using the latest in push model replication, ButterNet does the big math so you can focus on more important things, like doom scrolling or bragging about B2B sales on LinkedIn.