Hi all,
I’m working on a multiplayer racing game and (to my surprise) I managed to get pretty far with that… Until the multiplayer part came in…
I manage to create a lobby and start a race with “servertravel” console command and get all player in the same level. Everything works fine with the player who created the session, but all those who joined just drive waaaayyy faster than they should (I used add force to move forward).
What did I miss?
You may need to enable “seamless travel”, but it won’t work while playing in editor, only in standalone mode or in a packaged game.
If you already did that part correctly, then your issue may be caused by replication logic, which depends on how you setup your control logic for multiplayer.
Just to clarify, are you having issues while playing in editor? If so, it won’t work.
In addition to “add force” on server, it seems you are missing “add force” if locally controlled. That might be the reason for clients behaving as out of sync with server.
Let me see if I can find a good reference for replicated inputs and share it here.
If you search for “replicated sprint” should be similar to your case.
Much appreciated. And I’m testing it in standalone mode.
