I’m tying to make all clients move smoothly even in laggy situation.
So, I want to make owning client able to move first and disable movement correction by checking these two bool values when high ping is detected dynamically in game.
GetCharacterMovement()->bIgnoreClientMovementErrorChecksAndCorrection = true;
GetCharacterMovement()->bServerAcceptClientAuthoritativePosition = true;
But when I do that, AddMovementInput() only works for forward move.
and if I go for other directions, it doesn’t work and make even forward move not working.
Belows are my AddMovementInput-related code bound to arrow key.
const FRotator yawRot(0.f, Controller->GetControlRotation().Yaw, 0.f);
FVector direction(FRotationMatrix(yawRot).GetUnitAxis(EAxis::X));
AddMovementInput(direction, value);
Why does AddMovementInput not work for other directions after disabling replicated movement correction?