Ping/Lag Issue in UE

I’m finding that ping/lag issue in unreal is very-very severe. Server based structure seems to be a very bad choice in my opinion. Player with common 200ms ping could not possibly fire anything in time that it doesn’t feel wrong. (Sending command with 0.2s and waiting 0.2sec for responce? That’s 0.4sec delay!, totally ridiculous.)

Isn’t there any ping/lag compensation system put into place to counter this at all? Hard to believe that engine with this price tag doesn’t have this in place already.

I’m currently hoping that the ability system will help with this issue, but I cannot risk waiting for it forever. So should I start writing our own network structure or does anyone have any solution for this?

Please feel free to share any other thoughts too, I love to see other comments on it to get some idea about how to combat it.

Well, I’ve been searching for this over the internet and overall perception is that, Unreal is actually very bad at handling ping/lag issue (since it virtually has no counter-measure in place.) Thanks for your input though. I’ve already came up with my own client execute first with server verify later, much like the proposed ability system (which is incomplete and too complicate to put into use/modify).

Love to hear words from others on this issue though. Anyway, I hope this will be a look-ahead warning to those doing the network type game on UE.