Hello! making a game with replicated grab and drop system (physics handle) all works very good, but i have one problem.
When client takes object (just cube) this grabbed cube starts to update his position in the world, it’s not critical but i want to make it MORE smooth, because on server is all OK
What i investigated: this problem not depend to fps, i mean if it’s 120 fps or 15 fps this problem anyway appears, also when i don’t move mouse with grabbed object this problem not appear (and when i start to move this problem appear)
Don’t replicate the cubes movement. If the players movement is replicated then the cubes movement on server and sims should be approximate. You’ll never get a perfect sync regardless.
So, in the cube actor, disable movement replication.
i was disabled in cube ‘replicate movement’ and yes, it fixes teleporting, but appear another problem, cube starts to jitter like crazy (only on client) and this jitter disappears when cube starts to rotate (from obstacles and etc.) but if cube don’t rotate jitter will appear again.
added some screenshots and video, i checked all, from my ph handle to grab actor, and nothing( just crazy jitter on client side and when i press play grab actor stay on another location (not at server position) https://www.youtube.com/watch?v=cQTrE_7tfig
yep, it helps for location of object, in this moment is correct. (for server and client) But when i untick component replication and press play client can’t take the object, only server. (also client do not see when server takes object)