Pawn replicated movement 'jittery' for clients

I see some params in UDKPawn:



/** Whether to smoothly interpolate pawn position corrections on clients based on received location updates */
var bool bSmoothNetUpdates;

/** Maximum location correction distance for which other pawn positions on a client will be smoothly updated */
var float MaxSmoothNetUpdateDist;

/** If the updated location is more than NoSmoothNetUpdateDist from the current pawn position on the client, pop it to the updated location.
If it is between MaxSmoothNetUpdateDist and NoSmoothNetUpdateDist, pop to MaxSmoothNetUpdateDist away from the updated location */
var float NoSmoothNetUpdateDist;

/** How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server.  Must be > 0.0 */
var float SmoothNetUpdateTime;


However they seem to have no affect at all. I also don’t see them actually used anywhere in the US engine code.

Does anyone actually know where in the code clients receive the location sent by the server? Or is this hidden away in native code?

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