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.