How does NetworkMaxSmoothUpdateDistance & NetworkNoSmoothUpdateDistance work?

How does NetworkMaxSmoothUpdateDistance & NetworkNoSmoothUpdateDistance work?

If I understand it correctly, NetworkMaxSmoothUpdateDistance allows client to lag behind server’s actual position and if this lag reaches NetworkNoSmoothUpdateDistance, then client gets immediately teleported.

The issue is that when testing with horrible network/performance conditions (a lot of rubber banding), client always just gets immediately teleported back. Meaning If client just taps any movement key, resulting in the client moving only an inch in given direction, he still gets immediately teleported back.

I’ve set both of these values to large values, such as 10 000, but the result is always the same, client just gets immediately teleported back without any allowed lag.

Did I just understand these 2 values wrong?

I believe this is primarily for actors the client does not own. So it would stop other players from rubberbanding but not yourself.

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These are for Simulated Proxies.

If your Autonomous proxy is getting snapped back it’s do to prediction error correction.

Server doesn’t agree with your position, so it sends you a correction that will match the Authoritative proxies position.

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