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Navmesh walking with multiplayer

Hello All!

When using navmesh walking for AIs, the client version of those AIs seem to have a very difficult time to simulate and predict the movement. When the AI is jumping or walking up stairs while using navmesh walking, the client side will see the AI jittering up and down very quickly.


The one that jitters a lot is when server is using navmesh walking. (Client is always using standard walking, I didn’t enable client side navmesh)
This is tested with average network simulation, engine version 4.26.

Is this issue present for anyone else? Or is this something I can fix with some tweaks in the CMC!?