Hello guys! Buenos dias.
I’ve been doing a project in UE to practice logic having in mind the networking. And all my logic has been working correctly, executing it both on the server and on the client.
However, my problem started when I added ping to the project. I went into the “DefaultEngine.ini” file and manually added something to simulate about 500ms. And rubber banding was insane. When things just should run late.
I was wondering if anyone had an idea why this is happening. The rubber banding is generated specifically when I use the “timeline” or “set actor location” nodes. When I use physics as the “launch” node it works correctly and I don’t understand why.
If you could tell me what’s going on, I’d really appreciate it.
Hello. I would like to know a few things first. Is your game based on a tick system or an event system?
From what you’re describing, it looks like a tick system, but I would like to make sure. Rubber banding is normal in a tick system, so to solve your problem, you could implement some leeway within your game. That way, you don’t reposition the player if he’s within a certain range from the server’s position. That will give it time to resynchronize.
Obviously, you will need to find ways to reduce latency. 5000ms is unplayable in most games even if you fix the rubber banding. If you want to test your game on a remote server to test real latency, let me know, I know a few options.