Hey guys. I don’t want to upset you, but it seems to me that my system will be a little better. RelatedWorld Plugin for Unreal Engine 4 - Work in Progress - Unreal Engine Forums
Jitter is a camera replication behavior. In my plugin i added some hooks to fixed that.
Regarding your clients not showing up past 10km, I fixed that by disabling the bUseClientSideCameraUpdates property in the player camera manager class (C++/blueprint).
It’s very likely the issue is caused by a mismatch between the server’s origin and the client’s origin, which in turns causes Net Relevancy issues. Setting the value to false forces the server to calculate the client’s camera location, hence it fixes the net relevancy issue.