Hi everyone,
I’m currently working on a multiplayer project in Unreal Engine 5.3, and I’m facing an issue with character movement replication. I’m using a custom character class based on ACharacter
, and everything works fine in single player, but when I test with two clients, the remote player seems to have delayed or jittery movement.
Here’s what I’ve tried so far:
-
Enabled “Replicates” and “Replicate Movement” on the character.
-
Set up input only on the owning client.
-
Made sure to use
Server RPCs
for movement requests. -
Added a
CharacterMovementComponent
and checked network smoothing settings.
Despite these, the issue persists. The local player moves smoothly, but the remote one has inconsistent updates or lags behind.
Has anyone encountered this before? Is there a best practice for smooth character movement replication over the network in UE5?
Thanks in advance for any suggestions or tips!