Hey,
I’m testing movement replication in hard network conditions. I have big problems with double jump functionallity. In my game, jumping (movement basically) is very important to feel right and without latency, even with bad network. My game is more like co-op type game, not competitive.
You can test that by creating default ThirdPerson project in unreal (I’m using 4.21), set “Jump Max Count” to at least “2” and play in standalone as listen-server.
In client window set console variables:
p.NetShowCorrections 1
Net PktLag=500
Net PktLagVariance=100
Net PktLoss=15
Now if you start spamming the jump button, you can see on client side that he seems to “fly”, but of course it’s not happens on the server.
Here is a video of that problem (go to 1:40 to skip settings):
https://streamable.com/3wk0a
I will be very grateful for any advice.