Hello. I have a boat than uses physics simulation on server + movement replication. I can possess it to control. After I do, on client who possessed the boat its movement after some time becomes super choppy, even if I stop it and do not move any more. the most interesting thing here is that on other client who does not possessed the boat - the movement is always very smooth and correct.
Experimentally I realized that this happens only when I possess the boat. If I will again possess character - movement lag immediately disappears. And so on.
Looks like the PlayerController or something else tries to change the rotation or location in addition to physics movement replication. This is my version, but I did not found any code to prove it.
Please note that all “UseController Yaw Pitch Roll” - are turned off.
Also, if I possess the character and run onto the boat - again, my character movement is a bit choppy when I stops, but all characters that I do not own always moves perfectly. So replicated movement works better then my own))
Looks like I need to code the game without trying to possess anything))) But this is not possible) So, maybe someone knows what is the problem here? What can I miss? I checked Actor.cpp, Pawn.cpp, ActorReplication.cpp - not additional SetRotation or similar is called.