I am experienced troubles with network after migrate to 4.25 from 4.24.
My notebook Intel Core i7-4710HQ 16 Gb Ram Gtx 860M
My project has approx ~120 character actors (NPC) at max. state with many RPG fields like str, dex… up to 20-25 values all replicated.
Replication graph implemented, optimization network freq. update set to 10 for players and for 2-3 for NPC and other non-player actors.
Many fields have rep condition COND_OwnerOnly , and for NPC inventory replication is disabled. Same for items movement replication disabled of course and net. freq update = 1
I don’t have any settings in DefaultEngine.ini like:
[/Script/OnlineSubsystemUtils.IpNetDriver] MaxNetTickRate=60 NetServerMaxTickRate=60 LanServerMaxTickRate=60 NetClientTicksPerSecond=60 bClampListenServerTickRates=true MaxClientRate=10000 MaxInternetClientRate=10000
Run at the same computer with two players one - listen server host, second - client. Both on the localhost.Windows 64 Development build.
4.24 test - all ok, but after 10-15 mins of play a bit laggy with some animations of death, but items pickup, drop, projectiles and characters movement all ok.
Frame rate 40-60 fps, stat unit says 18-20 ms for all. Windowed.
The only client has network lags, i think maybe cpu slow for ~120 units, any other ideas?
Nothing to compare but feels like i need to drop units to 80-100 and all will be ok.
4.25 test - huge network client lags. Unplayable. On the same computer at the localhost.
Frame rate 40-60 fps, stat unit says 18-20 ms for all. Windowed. Nothing changes.
At server all fast and good.
A bit more smoothly was after insert at **DefaultEngine.ini **[/Script/OnlineSubsystemUtils.IpNetDriver] with 60 tickrate, but a bit, still very bad playable.
Items replication become too slow, appear only after ~5-10 sec or more at start, after drop item the same huge lag. Movable NPC AI-controlled characters the same very laggy movement on the client. Difficult to see projectiles. All bad.
Any suggestions? Who has experienced the same results? What I miss?