Thanks for confirming this issue,
I alsmost implemented rotational relative platform walking. Replication is done, just the controls…I need to edit the “MoveForward” direction, which get sent to the server, to a relative one. But I still couldn’t figure out where the right place is. Because if I just change the direction vector, both, client and server will move together, as they both use this vector for movement. I’m really close to solve it.
The 2nd Problem with the “jump on a platform” is there on both cases, with or without rotation. If you would jump on the straight moving platform, and the servers platform is a little in advance, you could miss it, if you jump on the last end of the platform. The Server client will land Xms later and miss it. (Doesn’t unreal has some integrated lag compensation integrated? Maybe worth using this…)
This and the “teleport” which happens, if you land on a moving platform are hard to solve. What I don’t understand is, the “snapping”. Maybe I can smooth this behavior. Together with extrapolating the correct destination, it will be almost not recognizable anymore (I hope). But for now, my platforms will wait until the player is on top, then accelerate.
edit: By the way, do you use the authoritative client predicted characterMovementComponent for your game? And does it jitter while moving on rotating platforms?
edit2: Relative movment is working now. Just have to adapt the jump. In certain cases (random 1:5), the position gets recorrected. I might have overlooked something.
anotherEdit: Disabled impart base velocity. Seems pretty stable right now.
Question: If you enable “NetShowCorrections 1” via command. The green debug capsule has to match the servers position, right? Because it isn’t in my test project, so I need to apply the relative rotation somewhere on the correction logic too.