Need Help Moving a pawn without a movement component across a network

Hello there! I’ve got a setup for my player where I can move around similar to the way the Character Movement input works, however for some reason the speed at which you move is being determined by the amount of Frames per second you get. This is causing problems in a networked game as some players can move faster than others. Does anyone have any suggestions on how to fix this? Here’s a the code for moving around just incase you don’t understand how i’m doing the moving of the character.

https://forums.unrealengine.com/attachment.php?attachmentid=119423&d=1480440965

The movement is replicated by a tick which multicasts setting the transform of the actor to the clients version of it.

Hello, maybe you could try using timers in order to control the refresh rate of a function that moves the player left or right by one unit. Here’s a sample code. Hope it helps :wink:

Thanks! I will give this a try :smiley:

No problem :smiley:

Oops, I forgot to add the clear timer functions for when the player doesn’t move. I updated the picture above :wink:

I get the general idea of the refresh rate anyways, I never really thought of doing it that way. Really thanks a bunch for this help has had me stuck for a couple of days now. :slight_smile: I think I will likely implement the refresh rate code into my existing code.

It’s my first time helping someone on the answerhub so… glad to see that I helped :smiley: