# Player Stuttering when simulating latency

**URL:** <https://forums.unrealengine.com/t/player-stuttering-when-simulating-latency/446797>\
**Category:** Blueprint\
**Tags:** Replication, running, unreal-engine, Blueprint, question\
**Created:** [April 7, 2019, 5:36pm UTC](https://forums.unrealengine.com/t/player-stuttering-when-simulating-latency/446797 "2019-04-07T17:36:40Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Kiwii](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kiwii](https://forums.unrealengine.com/u/Kiwii)\
**Post date:** [April 7, 2019, 5:36pm UTC](https://forums.unrealengine.com/t/player-stuttering-when-simulating-latency/446797/1 "2019-04-07T17:36:40Z")

</div>

Hello,

I’ve recently been trying to simulate 100ms latency on my clients on a multiplayer game and I’ve been facing some issues when trying to make my character run (on a third person project)

Here is how i simulate the latency :

```
Net PktLoss=1
Net PktOrder=0
Net PktDup=0
Net PktLag=100
Net PktLagVariance=0
p.netshowcorrections 1
log lognetplayermovement verbose
Net ServerMaxTickRate=60

```

Here is how i replicate my Sprint function

 ![273588-sprint-bp.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/4/7/847c2c49e838b0d0619e423b78926c4a22f1636d.png)

And Here is the Result in game :

On a new Third Person Project : [StutteringPlayer - YouTube](https://youtu.be/tKMCDZPQKes)

On my project (with Progressive acceleration) : [StutteringPlayer2 - YouTube](https://youtu.be/sGZ9n-SbX6Y)
