How to solve the tick issue of Mover 2.0 and GAS
How to handle the following two situations:
- GAS: Play Montage (Mover Actor)
- Mover 2.0
How to solve the tick issue of Mover 2.0 and GAS
How to handle the following two situations:
Hello, can you elaborate on your question?
How should I handle the impact of the network predictions for gas and mover 2.0 on character movement?
I’m not sure if gas and mover2.0 are compatible. These two seem to be two separate systems.
Good day, having asked internally this is what we can share right now:
“We are planning on making sure that GAS and Mover work well together, with the overall high level goal that making movement abilities is easy to do and that doing so is directly supported without having to make the sort of changes on top on CMC that is currently required to do so. This is absolutely part of our plan.”
This will be after the UE 5.7 release, but no concrete target yet due to other priorities.
I am seeing an issue maybe related to this, I was trying to use a local predicted ability for crouching, in which the ability applies a modifier with an instant effect. The problem is that I am always getting a rollback with crouching.
From what I am seeing the frame in which the mover updates the z location in the server is earlier than the frame in the client, so possibly a desync because of how the GAS is sending the data vs how the mover does.
Is it recommended to not use this sort of approach between the GAS and the Mover? So instead I should send the crouch input through the mover and then handle the effects when consuming such input?
With that said, what is the state of integrating GAS and the Mover for movement abilities?