Does anyone here know if its possible to do client side prediction on Geometry collections? I’ve got a chaos field system running, but my only problem right now is it only seems to run on my server. I would love for my physics to be a lot faster, I dont care too much how deterministic the particles themselves are, because im representing the actual damage to the building with invisible fields that are placed in the world inside my building, but right now. Its just so slow I cant stand the way it looks. It only seems to work properly with fracturing when the server is doing the fracturing, the client side does nothing when I apply the fracture directly from the client. I want this to react a lot faster than it is. You can see in my code where I’ve tried to apply the TriggerExplosion on both the client side and the server side at the same time. My first initial thought where that I was going to set up a client side prediction system like I did with my character combat(which works), but my chaos geometry collection and field systems seem to be a bit more of a headache to get working just right, at least the way I envisioned it.
client side fracture never applies because geometry collections only simulate the break on the authority by default. calling trigger explosion on the client runs the field locally but the collection ignores it unless client fracture is allowed, and even then the server overwrites it with its own state on the next update.
pattern that feels fast: server owns the real fracture, client plays the cosmetic part instantly. fire your field plus a radial impulse and debris on the owning client at input time, then the server replicates the authoritative break a few ms later. the eye reads the instant feedback, the server state stays consistent.
for reference, Dynamic Chaos Destruction Fields, a replicated destructible meshes template for Unreal Engine 5, runs the fields server side with the debris presentation tuned so it doesnt look laggy: Dynamic Chaos Destruction Fields — Replicated Destructible Meshes in Blueprint | Fab
dont fracture on both ends at once, that double apply is teh classic jitter source.


