Replicate Physics Animation

I am currently playing around with Physics Animation on a multiplayer project. I noticed that the physics state of the characters don’t match up. It makes sense that the physics is calculated per client and that streaming all the data would be an expensive endeavour. However, how would someone go about making sure the physics sync up, or is more accurate than the current situation?

Here is an example:

Server
bild

Client
bild

I solved this by doing some changes to the replication system in C++. It’s not something that I unfortunately can explain here. In short physics isn’t deterministic, thus you need to explicitly update bones, or position of the mesh, then blending properly between states. My system doesn’t care about hit boxes for this at the moment.

I suggest waiting for the Mover plugin and look into the networked physics changes Epic has done more recently.