Client side prediction.
That is the solution. However, after spending weeks trying to implement it, I am turning to the forums.
What my game needs to do is so basic, I can’t believe that Unreal doesn’t support it by default.
Basically, the only physics my game consists of is pushing around cubes. It’s a multiplayer game in which players need to be able to push around cubes that simulate physics. That’s it. Sounds basic? If only it were so. I can’t believe that Unreal doesn’t support net code to push around replicated cubes smoothly.
Using the default replicate movement causes major teleportation and glitches above 50 ping.
I want to be able to support 100 ping without major game play errors.
I can go into more detail about the client side prediction code I have written. It basically stores client information such as the transform and velocity of each cube in an array every frame, and the server sends the client the correct information for the cube every so often. The client then must nudge the velocity of the cube by comparing it’s past information to the server information sent to it.
I just want to get some ideas from anyone out there. My goal is seems quite simple. Maybe there is something that I am missing.
Not only am I shocked that there is no support by the engine for this. I am shocked that there is no plugin for sale for this. Crazy.