My project is using the gameplay ability system and trying to predict a knockback/knockdown style launch on simulated proxies. When the launch occurs, the client predictively changes the simulated proxy’s velocity resulting in a newly predicted location for the actor.
The problem that I’m seeing is that on a misprediction there is nothing to correct the location of the actor unless the server tries move the actor. I am working on handling a rejected prediction key on misprediction and reverting the actor location/velocity on the client side.
I’m wondering if anyone has experience with predicting movement changes on simulated proxies and how they handled it?