# Physics run on dedicated server

**URL:** <https://forums.unrealengine.com/t/physics-run-on-dedicated-server/340380>\
**Category:** World Creation\
**Tags:** dedicated-server, unreal-engine, Physics, question\
**Created:** [December 3, 2015, 5:32am UTC](https://forums.unrealengine.com/t/physics-run-on-dedicated-server/340380 "2015-12-03T05:32:46Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![tas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tas](https://forums.unrealengine.com/u/tas)\
**Post date:** [December 3, 2015, 5:32am UTC](https://forums.unrealengine.com/t/physics-run-on-dedicated-server/340380/1 "2015-12-03T05:32:46Z")

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Hi,

Running physics on dedicated server from PIE or in standalone(project.exe -server) gives me different results.

Please see attached project. Steps to replicate:

PIE:

1. Run game from editor in Dedicated Server mode. Pawn is levitating, there is force applied to counteract gravity. Nice and easy, this is expected behavior.

Standalone:

1. Run project in server mode. (-server flag)
2. Run project in client mode (-game flag)
3. Connect to server from client (in console “open 127.0.0.1”)
4. Pawn is receiving approx twice as much force as in PIE mode. Flying away! Why?

I am suspecting that server is applying force twice as often as it should ( I expect just once per tick). I havent prove it yet, hoping to get some help from you guys.

Any suggestions ?

[googleDriveLink][1]

 ![69149-capture.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/6/4/164660b9a878e70f34ee95e4f30be2ea0b9c0197.jpeg)

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 3, 2015, 7:11pm UTC](https://forums.unrealengine.com/t/physics-run-on-dedicated-server/340380/2 "2015-12-03T19:11:34Z")

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Hello,

I have been able to reproduce your issue, and have entered a bug report (UE-24072). Thank you for your report, and for providing a test project.

Have a great day,

Sean Flint

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**Author:** ![tas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tas](https://forums.unrealengine.com/u/tas)\
**Post date:** [December 3, 2015, 8:05pm UTC](https://forums.unrealengine.com/t/physics-run-on-dedicated-server/340380/3 "2015-12-03T20:05:22Z")

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Thanks! Would it be possible to have developers evaluate it and provide a workaround if its possible ?

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [December 3, 2015, 8:19pm UTC](https://forums.unrealengine.com/t/physics-run-on-dedicated-server/340380/4 "2015-12-03T20:19:10Z")

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I’ll follow up with any updates on the report as they become available.
