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?
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.
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.
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.
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.
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!
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?