Jitters when attaching actor to character in multiplayer

I have had a look around the similar questions to my issue, but they don’t quite answer the issue for me.

I have a basic multiplayer RTS setup, and i have 2 PIE instances that can control a different character each, so i have started to get my head around the networking issues and its making sense mostly.

My characters can pick up a barrel and move it. The barrel is an actor that gets attached to a character via the attachActorToComponent node. When the characters can then run around with the barrel, but the client side will jitter as they move with the barrel.

I have attached the actors in a multicast event, so the actor is being attached in both client and server, and i suspect they are arguing about the absolute position of the actor. If I set the event to server only, then the actor is only picked up in server, I can set the properties of the actor to replicates and replicates movement but essentially the same result is produced. I have played with different combinations of these settings and nothing has worked.

Another question had an ignore errors setting in the character movement component, but that question was attaching a character to an actor whereas i am doing the reverse. I tried it anyway but it didn’t seem to do anything. Is there a similar setting for the actors that i could not find?

Thanks in advance, hopefully that was relatively clear. If you think seeing the logic would help i can provide screenshots, but the logic there works, just the server is arguing with the client.

Ok

I managed to solve it, took a while to find but the problem is caused by the network movement smoothing setting in the character movement class. By default it was set to exponential, but either disabling or setting to linear fixed the problem.

the tooltip on exponential says ‘faster as you are further from the target’ which may explain why it fails and linear works but i am not sure, its an rts set up which means the camera is far away but i dont know if that is a relevant distance. I think more likely it is talking about the size of the correction, however i do not know.

No more jittering for me though

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