Problem with Character Movement Replication in Multiplayer

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!

I’ve run into a similar issue with character movement replication before it can be really tricky when the client-side position doesn’t update correctly on the server. Sometimes adjusting the movement component settings or double-checking how RPCs are handled helps. There’s also a related discussion here that might give you some extra insight:https://forums.unrealengine.com/t/how-to-replicate-character-movement-component/2609759

CharacterMovementComponent (CMC) already replicates general movement.

If you are going to use CMC I recommend you start with one of the prebuilt templates… First or Third Person.