Player moves correctly on the listen server but is very laggy on the client even on the localhost - attempt 2

This problem was solved, but not for a long time. Now in the same conditions the became even worse: at that time turning was delaying, but now it is jerking forward and back multiple times until being synced. How to fix this? @PREDALIEN, you helped me that time, I do in the way you pointed, maybe you will here again?

I think it’s time for me to start charging you for personal consultations :grin:

Have you by any chance enabled bad network connection emulation in the editor settings?
Or does the problem occur in a packed project on two computers?

To be honest, I didn’t really use the default character and his movement system, I always created my own system, depending on the project, in order to have maximum control over what was happening.

This series of articles on the movement system in multiplayer games will give you a complete understanding of what you need to do.

But I doubt that you have the time and desire to redo what already works (worked).
Therefore, I can suggest trying to increase the network update frequency for the character (or controller) (in class defaults).
For now, that’s all that comes to mind…

This problem occurs in a packed project even on one computer.

The NetUpdateFrequency is even now huge (100), I think there are very few real faster networks in the world…

Partially reduced the problem by modifying this solution in the part of reducing the “Interp Speed” from 5 to 2. But if someone knows a full solution, he will be welcome.

It appears I have done a horrible replication system that had overridden the standard UE movement replication and generated these lags. I’m shocked how this could happen but it did. Removing that system fixed the problem completely.

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