Update:
Doing : Skeleton->SetRelativeLocation(FVector{ 0,0,Z }); will cause stuttering from other player’s perspective if emulating lag.
If you don’t expect many quick changes to value you could do:
if (IsLocallyControlled())
{
Skeleton->SetRelativeLocation(FVector{ 0,0,x.Z });
}
else
{
BaseTranslationOffset = FVector{ 0,0,x.Z };
}
But if you have that value change quickly if will also stutter when value is changed. So far only way I’ve found to mitigate this is:
if (IsLocallyControlled())
{
Skeleton->SetRelativeLocation(FVector{ 0,0,x.Z });
}
else
{
BaseTranslationOffset = FMath::VInterpTo(BaseTranslationOffset, DesiredValue ,deltaT, DesiredInterpSpeed);
}