It would seem that bandwidth throttling in combination wtih more than a trivial number of Mover actors is enough to trigger the error logs about Invalid interpolation frames. The throttling seems to cause the server to cut back on updates for some NPC actors to the client, then those actors then fall behind enough that interpolation fails.
Note that:
* Turning on net.disableBandwidthThrottling prevents these logs.
* Switching Simulated Proxy Network LOD to ForwardPredict instead of Interpolate prevents these logs. But this is directly against the recommendations of the Mover Examples project.
* I am running with Network Emulation disabled, but expect that turning it on would just make this more likely to hit.
I’m not sure if anything bad is happening here other than the spammy and slow logs.
Is there some way I need to configure NPCs’ Mover components differently? Is there some other configuration needed here? Should Mover not be used with NPCs? Is it actually fine that it’s hitting this and there’s something I can do to shut down this log for these NPCs? I would expect in these cases that it would be fine for my NPCs, especially those further away, to not worry about this interpolation. But “System Fault” sounds like a big deal and I’m not sure all the implications.