Hello,
We have a dedicated server PvPvE game and are using GAS mainly for characters.
We have an issue with Network Latency upon player melee attacking AI which triggers an HitReaction ability.
There’s a noticeable delay when testing on Bad network connection between the Hit and Reaction.
Since Abilities can only be predicted on Locally Owned Actor and AI’s are owned by Server I guess here its not doable to predict this ability.
We have very varied HitReactions based on HitData like Hit body part, strengh of attack etc. Most of the animations are full body and many of them has Root motion.
We are thinking how can we solve it using GAS or should we do it manually?
With Gameplay Cues I believe they were meant for lighter less important visuals like VFX/SFX, but for root motion HitReaction it might cause some issues with roll back character movement caused by it?
How was it done in Fortnite or maybe other projects to achieve Responsive and Precise Melee Combat HitReactions?
We also thought about maybe doing HitDetection earlier at the beginning of the Attack so it would make up the roundtrip time from the server, but then player can turn mid attack and the HitData would be completely different.
Doing it sideways of GAS and Playing predicted HitReaction locally, I believe we would need to also somehow store AttackID/PredictionKey so then we can avoid double reactions on client, doing some interrupts or rollbacks?
But still when doing predicted HitReaction we would need to trigger ability alongside to handle some gameplay logic like Pausing AI Logic or maybe using AI Task to manage the AI resources?
Any Insights would be greatly appreciated, since I’m not familiar with replication that much yet and sorry if my questions doesn’t make sense ![]()
Thank you
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