So I have a helicopter in my multiplayer game.
When it’s moving with some velocity > 0, and a client character is on top of the helicopter (not possessing it, just riding on it), the client experiences significant jitter on his screen.
Now, I expect this is normal since there is replication delay. But how do you go about fixing this?
My attempt was to detect when I am on top of the helicopter (through a OnHit collision), and then do an interpolation in the Tick function like shown below, but it doesn’t seem to be doing anything…Any thoughts?
It might be a long shot, but I had exactly this recently, and it turns out that disabling the player collision ( on the player ) fixed it. ( I had a piece of code to just hold the player in place )
Thanks for the suggestion.
Just tried this, and it didn’t seem to work.
I didn’t attach the character on the helicopter though (because this would interfere with the gameplay).
FYI, I tried to attach the character to the helicopter while it’s moving (using the AttachToActor function), and the jitter is significantly reduced. But again, I don’t want to do this because the player should be able to freely move.
It might be a long shot, but I had exactly this recently, and it turns out that disabling the player collision ( on the player ) fixed it. ( I had a piece of code to just hold the player in place )