What is causing all the rubberbanding?
Is it unrealistic to think each player can have at least 50 AI soldiers each and not see rubberbanding?
This is what is going on right now in my project:
https://youtu.be/ZB68BZ63wPU
(I don’t say anything in the video so you can mute sound, sorry about the sound, I had a twitch stream open in the background without knowing it because I don’t have my headset on)
Is it only possible to fix this problem by doing some c++ magic? I’ve been focused on only this problem for 2 weeks now, googling and testing, no luck.
What’s the grand idea to fixing this?
You don’t have to do all the work for me, just point me in the right direction.
I don’t care about cheat protection, I guess that with this in mind I can relieve the server from a bunch of work and that way eliminate both rubberbanding and performance issues?
I think this issue will be the death of my project.
Found this on the smooth sync plugin post, but I don’t know how to do it in my own project with blueprints:
Smooth Sync differs from Unreal’s Replicate Movement in two key ways:
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Using custom interpolation, as described in detail here, it can be set up to your game’s specific needs.
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Allow client owned objects to determine the position of Actors. This removes the need for client side prediction (or “player prediction”) for certain Actors.