Setting the friction and braking deceleration (or others) in the CharacterMovementComponent via blueprint works with 0ms latency. With simulated latency at 150ms there’s a slightly noticeable correction. Any higher and the character visibly snaps.
Is there a way to implement a work-around in code by overriding functions in the CharacterMovementComponent? I’m already using a custom one for this possibility but haven’t needed to change anything yet.
I imagine that I would need to add the setting of the friction and braking deceleration to the saved moves list. If so, can someone give an explanation? A brief one should suffice.
Cheers.