Replication De-Sync

Multiplayer character snaps back after walking through door + jumping (replication)

Hi all — I’m working on a UE5 multiplayer game. I have a replicated door that opens and lets clients walk through. Both server and client see the door as open.

However, in the packaged build, when a client walks through the door and then jumps on the other side, the client character sometimes teleports back to just in front of the door (like a correction).

I’ve tried:

  • No Pawn collision on the door mesh
  • Separate static blocker
  • Toggling blocker collision on server
  • Proper RepNotify
  • Timeline only for visuals

Still get the snap/teleport in multiplayer. Seems related to CharacterMovement/replication.

Has anyone encountered this or know how to fix server/client movement corrections like this? Thanks!

Is the server opening the door, then replicating that new state to clients?

Only reason for teleporting is the clients movement (location, rotation) is not matching the servers. It’s being corrected. Teleports only happen for “large” corrections. Small ones get smoothed.

2 Likes

I found the issue. It had to do with the door states like you mentioned, but also the map was being generated procedurally and I forgot to replicate the rooms themselves.

Thank you!!

1 Like