Hey I just experimented with gravity in Unreal Engine 5.3.2 in order to check if acceleration due to gravity matches 9.81m/s² (a team member read that choosing 3 times normal gravity matches real world values a lot better).
Works fine on server and client alone though when I tested replication from server to client it didn’t work that well.
I expect some lag but even though everything is running on the same machine, the client lags behind quite a bit. The client ticks also much slower than the server.
What’s the reason for that?
Test environment:
How I’m printing data
Replication settings
Physics settings
Spawning in the air via numpad 6
Data:
Whole graph (blue line is server output, red client output)
There’s actually a few dents in velocity on the client
Data as csv file (tab as separator)
Combined.csv (3.6 KB)
Velocity is in m/s