Hi!
Please help to solve the problem of jittering the ship controlled by another player (multiplayer). Game problem video
The flight speed is 10000-20000 on average, for movement I use the built-in functionality through the MovementComponent.
Many times I twisted the replication settings in various variations, the settings in the MovementComponent, nothing changes, absolutely. I test by launching 2 clients in the editor.
How does the ship behave closer to 0,0,0 coordinates? Does it still jitter?
Your ship is traveling at very high speeds.
The further away it is from world center the more unstable it might get (due to floating point rounding errors) this may also effect server coorinates causing it to behave weird.
You can’t really.
The only thing you can try is scaling the universe to a smaller scale (like 0.5 scale) this will make it seem bigger. It’s more of a math problem then a game engine one.
Unreal 5 does have a large world coordinate system but it seems to need to be enabled.
Seems you need to set bEnableLargeWorlds boolean to true (the docs are a bit vague where)
Thank you!
I already enabled this option.
The ship starts jittering after 2 seconds from the starting point. I have a big map with long space tracks, Its wery hard to fit all these objects in such a small space. I think that should be some other solution for this problem, because i am sure that other multiplayer games use no smaller sizes than mine
There are issues with multiplayer and large worlds with World Composition that uses origin rebasing. It requires custom solutions to solve the issues. All of which are solved in UE5 with World Partition. If it’s too late to switch over then I would look up some historic solutions for origin rebasing + multiplayer + floating point issues