Listen Server sees client movement as jittery/stuttering

Hello,

I’ve been going crazy trying to resolve this issue. I can’t seem to figure out why the listen server sees the clients animations jittering and stuttering while clients can see the server and other clients animations perfectly smooth.

[Here is an example of what i mean.][1]

Here is also a picture of the StatNet.

I am at a total loss for how to resolve this.

It’s a common issue,

It’s happening cause clients have interpolation and smoothing, when listening server is a bit more “raw”.

Here some solution :

Thanks. My next question is how would I setup something like what was mentioned in that reddit thread in blueprints?

The followng -

ACharacter: override PossessedBy() and comment out Mesh()->bOnlyAllowAutonomousTickPose = true UCharacterMovementComponent: override MoveAutonomous() and comment out the call to TickCharacterPose()

I’m unfortunally not sure you can do it in blueprint.

I was running into this issue on my multiplayer FPS, and it basically just disappeared after migrating the project over to 4.26. Not sure if this is a definitive solution and even if it actually does anything but it seems to be smooth as all butter now that im running it off of 4.26