Listen Server, clients animations are jittery/laggy

To answer your setting questions: I haven’t changed any of the default settings - so it’s all set to the default settings on a new Unreal project.

I am not sure how to check my router for buffer bloat, but I don’t have any ping issue on multiplayer games and have a 1gb/s internet connection.

I just tried with Lyra, connecting through the Steam online subsystem and I have the same issue. I am thinking it could have something to do with the Steam online subsystem?

Here are my net stat. I don’t see any packet loss, but the behavior looks very much like what I see in PIE when I set a large percentage of packet loss in the Network emulation in the editor settings.

EDIT: Okay! Found out that the problem was that I have a basic Router and a Wifi 6 Access point to give me a better wifi connection. The Wifi 6 point was configured to act as a router instead of as an access point. I changed that and it works fine again.

If anyone is having the issue where the Host was seeying the Client’s character’s clothing or hair stuttering. But the Host on their respective machines were not having this issue. A quick fix that solved my issue was to double check the RigidBody Node option → Evaluation Reset Time this was set to .01 which would constatly reset the rigid body evaluation causing the stuttering. Which explained why only the Clothes/Hair controlled by the Rigid Body Nodes were having this issue and not those controlled by Spring Controllers were not.

TLDR: Double Check RigidBody → Settings → EvaluationResetTime → Try 0 See if that fixes your issue.

It’s going to be 2025, Unreal Engine 5.5 is out and there’s still no proper solution?