Replication occasionally jitters

Hello everyone!
I noticed today that my pawn will occasionally jitter on replication (post physics) I don’t have many details, but it is done by tick, which though costs a lot, I can’t think of how to otherwise implement custom velocity (also any suggestions here are welcome). But the major issue is smoothing out my movement.

BUMP

Ok, solved. The issue was constant replication, I resolved this by using client-side prediction and update the location if the margin was great enough.


Here’s reference for those who need help making a custom movement system that’s multiplayer ready (kind of). Still not optimized, but I’ll try to keep this up to date.

Here’s the newer version of the code that works more efficiently without any kind of relative offset issues.


Sorry to bump this topic back up, but I can’t edit the solution anymore and I figured it would be more important to help others than not post.

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