I´m making a multiplayer game, where the players are made of static meshes, which can collide with a ball.
Unfortunately, the ball reacts totally different on contacts with client characters, than with the server character.
If a client character touches the ball, while moving, the ball gets pushed away really fast.
If the ball rolls into a client character, which is not moving, it is behaving correctly.
The server character is capable of touching the ball carefully and leading it close.
Also the client movement in the packaged version of the game is heavily stuttering,
whereas in the standalone preview inside the engine, it looks okay.
Does someone know, how to solve this??
Running physics on both client and server can do weird things. On your ball use Event begin play and has authority node to turn on physics on server, and turn off on client. Make sure ball is replicated properly and that should solve your ball issues.
As for client stutter are you using character blueprint or a custom pawn?
hey, thanks for the quick reply.
Unfortunately this didn´t do it for me. It only caused the ball being very laggy on the client side, but behaving like it did before.
I think the Problem isn´t inside the ball (it is replicated correctly on all clients)
but in the server-side correction of the client movement.
It seems like the clients are not moving smoothly, so the ball gets accellerated very fast when it is colliding with a client, while the client gets its position corrected by the server.
This may also lead to the client stuttering at all.
I am using the first person character blueprint and replaced it with some static meshes.
here´s a video for demonstration: