Multiplayer Movement Laggy

Hi, I have a vr multiplayer project for which I just built a dedicated server (that runs through an Azure Virtual Desktop). Everything works fine a part for movement and rotation which are a bit laggy (character kind of skips a bit when moving or rotating). I tried deleting some performance heavy actors but that didn’t change anything. It doesn’t look like this is performance or connection related because other aspects of the game works just fine. Any help/suggestions?

Hello, Have you ever solved this problem, and if so, how did you solve it? cuz I am facing the same problem.

More likely this issue is because of the difference of tick rate between server and client, there is a one solving it on youtube but he uses C++ and I am using blueprint.

After 5 hrs of a try and error and repeat, I finally solved it,

You have to go to the CharacterMovement component or any component responsible for movement then check the box that says “Ignore Client Movement Error Checks and Correction“, this will ignore the server correction of the client’s location, then select actor(self) on the components menu (inside the blueprint window) and Uncheck the box that says “Allow Tick on Dedicated Server” on both actor tick and component tick > Character movement