Outgoing bandwidth dropping every ~7 seconds

Bandwidth drops like every 7-8 seconds. In game your character then gets position correction every time the bandwidth drops.

Steps to reproduce:

  1. Create empty FirstPerson project
  2. Set up simple client-server connection (see image below)
  3. Host on one computer, connect on another (no LAN connection)
  4. Walk around with client.
  5. Witness the ■■■■ correction

Extra:

  1. Console type in netprofile to create a file like you see above.
  2. Console type p.netshowcorrections 1 to see the corrections.

Here are the logs from multiple projects and my engine.ini with the same problem:

Session set up:

Anyone? Any response?

Hey dMsLT,

Please refrain from bumping threads prior to them going 4 days without a response. Thank you.

I’ve tested this on my end, but I’m not noticing any correction like you’re talking about in my character movement. Could you clarify exactly what you’re referring to when you mention that there is correction occurring every 7 seconds or so?

Hello,

I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day

Hello Sean,

I mean position correction (playercharactermovement). You can see the corrections if you type in: p.netshowcorrections 1 in the console.

Make sure that the two computers you’re testing on are not on LAN or WLAN.

Here’s a video of what I mean: Movement Correction, networking bug. - YouTube

Here’s a demo project: Google Drive: Sign-in

B - Create server,
N - Find servers,
M - Join server.

Hello Sean,

I mean position correction (playercharactermovement). You can see the corrections if you type in: p.netshowcorrections 1 in the console.

Make sure that the two computers you’re testing on are not on LAN or WLAN.

Here’s a video of what I mean: Movement Correction, networking bug. - YouTube

Here’s a demo project: Google Drive: Sign-in

B - Create server, N - Find servers, M - Join server.

Thanks for the demo project. Unfortunately, after further testing, I’m not seeing the same results. It looks smooth on my end, and I don’t see any movement corrections.

I also advise against using the template projects as a way to test network features, as there are a lot of things that are not set up by default in them, just as a side note. I’d always recommend starting with a blank project.

Have you ensured to open port 7777 (the default port that Unreal Engine 4 uses for network testing)? Could there be anything else interfering?

Feel free to let me know if you feel that I’m overlooking something, that could definitely be the case as well, but in its current state I’m not having any issues with the project.

Are you sure that computers you were testing on were not on the same LAN or WLAN?

We’ve tried a few different testing methods, but I definitely did not see any lag or correction on my end that would indicate a drop in bandwith.

Unfortunately, without a way to reproduce this issue on our end, we are currently unable to take any further action at this time. However, if you are able to acquire additional information regarding a repro case for this, feel free to leave a comment to reopen this thread, and we can continue to investigate.

Thanks

“Have you ensured to open port 7777 (the default port that Unreal Engine 4 uses for network testing)”

Why do you say it’s for testing? When I package project for production it will use some other port?

It seems that the port 7777 or 27015 is always closed, but I can connect two computers doesn’t matter is it across the room or Europe perfectly fine.

Is it the way it should be?

I was just referring to the fact that you should open those ports, I’m not sure if packaging it for production would change the port, but I don’t imagine it would.

That doesn’t sound like something I’ve run into in the past. Unfortunately, without a local repro, we’re unable to take any further action on the issue at this time. It’s not clear why you are experiencing these issues, but at this time I do not believe that it is a bug with the Unreal Engine due to the lack of a local repro.

Have a great day

I think I’ve figured out what is wrong. Doing a simple ping to google.com showed me that my ping is jumping up every those 7-8 seconds. It does that with WiFi only. When I connect to internet with a wire it’s fine. Also I’ve just tested my game with the wire and it’s fine!

My question is: why I can play other games made with Unreal Engine (PavlovVR) online without any lag on WiFi, but not my own. What could I be missing?

Turns out Windows search for new Wi-Fi spots and updates the existing one in these 7-8 second intervals, which causes the existing connection to stop for a bit. Well thank you Microsoft. There’s a fix for that here (just disables the search for new Wi-Fi spots), that i’ve just tested and it works: https://www.reddit.com/r/GlobalOffensive/comments/3ahg59/fix_for_wireless_ping_spikes/

But it’s far from user friendly. Any suggestions, ideas?

And also why it affects only my game, but not any other multiplayer game?

Unfortunately, if it’s an issue with Windows, I’m not sure why it would affect only your game, but it seems like the issue is resolved.

I haven’t run into this issue myself on Windows 7 or Windows 10, so I’m not sure what the difference is between your setup and mine.

However, I’m glad to hear that this worked for resolving your issue.

Have a great day

Just an update: SteamVR is what is causing these jumps. Disable Revive, Viveport, Advanced Settings to fix or use cable instead of Wi-Fi.