As of August 2020 this is STILL broken, I applied 6 different fixes from the numerous forum topics on this, none of them work.
I donât know if itâs been posted here or elsewhere but listen server couldnât rotate another playerâs character mesh and I found out why. Linear fixes all my issues and just works so much better on both dedicated and listen server.
It turns out, Epic has decided youâre not allowed to use linear on listen server, even though this breaks heaps of stuff.
Here is my solution:
void UMyCharacterMovementComponent::OnRegister()
{
Super::OnRegister();
// UE4 forces this back to exponential which
// BREAKS turn in place and any mesh rotation!
const bool bIsReplay = (GetWorld() && GetWorld()->IsPlayingReplay());
if (!bIsReplay && GetNetMode() == NM_ListenServer)
{
NetworkSmoothingMode = ENetworkSmoothingMode::Linear;
}
}
Here is where the problem lies, at the last few lines in the UCharacterMovementComponent::OnRegister function
else if (NetMode == NM_ListenServer)
{
// Linear smoothing works on listen servers
// but makes a lot less sense under the typical high update rate.
if (NetworkSmoothingMode == ENetworkSmoothingMode::Linear)
{
NetworkSmoothingMode = ENetworkSmoothingMode::Exponential;
}
}
âGoodâ news, this is no longer backlogged.
Itâs now labelled as âWonât Fixâ.
@Hevedy I went down the same rabbit hole you did, no one ever solved this on answerhub, UDN, or elsewhere. I tried everything they suggested and exhausted every single avenue. The people trying to debate whether its an issue earlier in the thread clearly never attempted it themselves. I was able to improve the result slightly but it was never even close to âacceptableâ.
Try to use p.NetEnableMoveCombining=0 that should fix the jiggery animations from clients
How is this still a thing? Iâm struggling with this and using âp.NetEnableMoveCombining=0â doesnât seem to fix it for me, unless i did it wrong.
What engine version are you on? Iâm trying this on 5.4 and get the problem OP reported if I set NetworkSmoothingMode to ENetworkSmoothingMode::Linear - the opposite of whatâs reported as a fix. The issue is non-existent if I leave it as it is with the default value.