But now, i have a problem that i dont know how to deal with.
When, my IA attacks a local player, i call “Apply Damage”, and then, i use "Launch Character " on the damaged actor with “OnTakeDamage”, and it works less and less as the ping goes up.
And i know why, its because de Launch Character is called by the server, and not locally.
For example :
• Get damaged by an AI on Client with 0ms → Launched, smooth, perfect
• Get damaged by an AI on Client with 100ms → Got teleported in air, not smooth at all
• Get damaged by an AI on Client with 200-300 ms → Not moving at all
I know what is happening with 200-300ms, its because on the server, the client already jumped from the TakeDamage function and has already landed.
I’m really struggling, and i dont know what i’m doing wrong, how could i Launch smoothly, and locally, the damaged client ?
I’m sorry if i’m not clear, the problem is not the lag itself, because i’m adding it to see if it is playable at 200ms,
and for now, my jumps, attacks, and dash works perfectly, even with 200ms, because i can call them locally (on the owner) and on server + multicast
But when my Enemy’s attack Multicast call a damaged actor’s function “TakeDamage”, it do not call it locally, and so what, i cannot make a RPC for the Launch Character function to be smooth on the client.
That’s great! If you’re experiencing/adding 200ms of lag you’re likely to have quite a bit of stuttering/ rubber banding on the client in any case lol. That just about should result in client disconnection from the server and people are gonna have a hard time playing with that guy.
Network emulation in the editor preferences simulates network conditions/lag, but I believe it doesn’t just push through a consistent packet loss, but varies the loss much like a typical connection.
Yep i know but i want to make my game “”""“playable”""" at 300, but yes, it’s obvioulsy gonan stutter with latency, but with client prediction it’s really helping to deal with that.
Now the Launch Character is called on client THEN on Server+Multicast, so, with the client prediction, it’s almost not visible that it have 300ms !
Thank you for your help, have a good day/night !!!