Hello! My characters has jitter while they are mooving on STANDALONE (i mean in isolated process) dedicated. So if i build dedicated server or run it standalone in editor - movement of clients jitter, if it runs in single proccess (PIE, for example) - no jittering ocured.
Also moving animation (blendspace) randomly playing FASTER then it should.
Hey stunder,
I setup a multiplayer environment with a dedicated server using the third person template and I am not seeing any issue with jittering or with the Animation Blendspace playing faster than when in PIE.
- Have you done anything that might replicate the movement of your character on top of what is setup by default with the Character class?
- Are you able to replicate this issue with a empty project?
Well, i have click to run movement setup, and on 4.10 version it was 100% okay, because i tested and i cant remember that bug.
Its totaly looks like bug in this thread
In regards to upgrading from 4.10 to 4.12, there is always the possibility of something breaking, which is why I am curious if you make a new project, does this issue still occur?
Also, have you written any code that may interfere with the normal Character replication process?
Well, i didnt.
My server log contains warning about slow tickrate/slow frame, i am thinking its somehow connected to problem
The only way you should see the “UDemoNetDriver::TickFlush: SLOW FRAME” warning is if you are recording a net demo. Also, it is a warning, so unless your log is being spammed with it, I would’t consider it as a concerning issue.
The “Long net serialize:” is also just a warning that the that net packet took longer than a “LongLoadThreshold” amount; not a overly concerning thing to see every once in a while, in a networked game.
I will say that with the UDemoNetDriver sending a warning your way, you should look into turning off the net demo and see if that fixes your issue.
It will also help me if you answer the following:
- Have you done anything that might replicate the movement of your character on top of what is setup by default with the Character class?
- Are you able to replicate this issue with a empty project?
Well, now, i didnt.
My server logs contain this, im sure it somehow connected to problem
[2016.07.21-20.16.43:717][609]LogDemo:Warning: UDemoNetDriver::TickFlush: SLOW FRAME. Avg: 85.46, Max: 85.46, Actors: 8
[2016.07.21-20.16.56:303][ 4]LogNetPackageMap:Warning: Long net serialize: 36.256901ms, Serialized Object ModelComponent_64
Also, in 4.10 i remember server log and now i see some new warning, that i didnt see in 4.10, so i think its somehow connected to my issue. I can say i am 100% sure its connected to my issue.
[2016.07.21-20.16.43:717][609]LogDemo:Warning: UDemoNetDriver::TickFlush: SLOW FRAME. Avg: 85.46, Max: 85.46, Actors: 8
[2016.07.21-20.16.56:303][ 4]LogNetPackageMap:Warning: Long net serialize: 36.256901ms, Serialized Object ModelComponent_64
Also my ping on localhost is 50 ms, its not normal! What is wrong with dedicated server, i didnt have such problem on 4.10
Hi stunder,
Do you happen to have a Spring Arm Component that has bEnableCameraLag enabled? There is a issue where that will cause the SkeletalMesh it is attached to to jitter around.
You can see the issue here: