Movement Replication freezes on Clients in AR Shared World Multiplayer (IOS, LanSession)

Thanks for the reply, we used blueprints, called SetARWorldSharingIsReady and assume it succeeded, as the AR sharing process worked fine.
It’s only Actor Movement (and skeletal mesh animation) that is blocked, after ARSharing finished.

We made some process with two steps:

We gave command line arguments when the server opens the multiplayer player map: -bIsLanMatch and -lanplay

Documentation says: -LANPLAY “Tell the engine** to not cap client bandwidth when connecting to servers**. Causes double the amount of server updates and can saturate client’s bandwidth.” Command-Line Arguments | Unreal Engine Documentation

Changed settings in the DefaultEngine.ini to higher values.

[/Script/Engine.Player]
ConfiguredInternetSpeed=30000
ConfiguredLanSpeed=30000

[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=30000
MaxInternetClientRate=30000

and probably some other settings i currently don’t recall to higher values.

(Internetspeed AND LanSpeed to high values because an older forums thread reports the Engine did not use LanSpeed in lan mode, so just to be sure we changed both values.)

This seems to work at first glance, but we are not sure if there are any downsides to this. Waiting for 4.26 before further testing.

@svandex
For you problem with AARSharedWorldGameMode::Tick, try a C++ post or the discord server https://unrealslackers.org/ , Good Luck