If the lag value is high during multiplayer, the coordinates will jump.

If the lag value is high during multiplayer, the coordinates will jump.

Sorry for my bad English.
Thank you in advance for your cooperation.

Create a project for the TPS template.

In DefaultEngine.ini, write [PacketSimulationSettings]PktLag=300
and set the communication lag to 300.

In this state, set the game to PlayAsListenServer and run it in 2-player multiplayer.

When both characters collide with each other while both are moving,
Client’s Aoutonomous is jerky and jumps position.

When controlling the client’s Aoutonomous and bumping it with a character on the server, the client’s Aoutonomous jumps position. (Chattering?)

I can’t control two screens at once,
The server’s character will walk automatically.

Is there any way to avoid this “positional coordinate jump”?


スクリーンショット 2023-06-03 214232

Get rid of the Is Server Branch. It’s not needed.

Test again after making the change and let us know if anything changed.

Thank you for your reply.
Sorry for the confusing expression.

This bug behavior occurs only when both characters are moving, so only the server character is set to walk automatically in a simplified manner.
The client side is controlled and moved by me.
(This is just for testing purposes, since it is not possible to operate two screens at the same time.)

When implemented in this way, only the client’s Autonomous coordinates jump and are unstable, resulting in strange behavior.
(This occurs when PktLag = 300 or other large values are used; it does not occur when PktLag = 0.)

When there is a large communication delay, if moving characters collide with each other, only the client side will behave strangely.