So this can happen especially on network since Chaos Vehicle is a physics motion simulation and you are sending the inputs through a BPI which If you’re applying throttle locally and also on server, you’ll get constant corrections. This would be much delayed more jittery (rubberbanding) more in an online version.
What you need to do is call RPC (Remote Procedure Call) from your vehicle to Server and server handles the movement. So there is no correction between local and server.
If this doesn’t solve we can look into how inputs are handled for turret, in terms of animation, mesh driven motion etc, some setups can cause this if there is a problem with tick order and motion handling.
Hi, I cant have client to server RPCs on the tank pawn since the tank pawn is never actually owned or possessed by anyone (Because it is a shared pawn with no real owner) so I’ve just been using server RPCs before calling the bpi event, is that a problem and should be changed?
Yes it works fine on listen server but the client sees the movement as clicky from its perspective, as seen in the video below. I’ve set NetUpdateFrequency to 150 but still very clicky. the only thing that’s in animation blueprint is the tank tracks and rims + turret rotation and gun elevation. And if the tank does need to be possessed for stable replication, what would be the best approach for a multicrew tank?
for anyone that needs this I seemed to have smoothed it out by enabling Resimulation in the tank pawn class settings, although I have heard its taxing on performance it seems to be the only way of fixing my problem.
Makes sense, well somehow there should be a prediction or a very very high update which is more costly so thats the method, there is interpolation also maybe it can be less costly. Glad that it worked.