Multiplayer Topdown-Game - Navmesh won't be replicated to clients?

I finally managed to gather all the needed information and here we go :slight_smile:

So the logic is like this:

  1. Custom Game Mode sets “PlayerPresence” (Pawn that only contains a camera component) as the default pawn and also sets “PlayerMobaController” as the default player controller

  2. “PlayerPresence” spawns an AIcharacter (the model with all the animation stuff on it) and an AIcontroller that does the via a simple Move to Location node

  3. PlayerMobaController receives input, the server does the movement and the PlayerPresence follows the AI’s position

In the following video you can see the stuttering effect on the right (client) side while the server’s AI character moves totally smooth:

http://www.polyflow.de/temp/stutterissue.mp4

And here are the blueprints:

b24d6b44418d95ae8a10edb0a1670d232e30e203.jpeg
d6659c1b3b2849bd56bdc4ae3a4ef5e5f39145fb.jpeg
13fb6bcaeb2614c08e56fca2c3eb99630f161cf0.jpeg

I’m not sure but I think it might be that is has something to do with the camera alignment and that the stuttering is not in the AI movement itself. I’ve played around a little bit and tried different versions with a lerp, without a lerp, with a spring arm, with spring arm delay, etc… but the issue is still noticeable, no matter which way I try :frowning:

So hopefully you have an idea :slight_smile:

Thanks and best regards,
Daniel