Hey, I did the prop lift and rotation, everything works in the editor, but when I export the game, the replication lags. What could be the problem. I do the processing on the server. Prop has movement replication. Videos: Imgur: The magic of the Internet
It’s doing exactly what it should in a real world scenario. In PIE there isn’t any lag. In the real world there are pings and latency applies itself.
Showing your code will help resolve the issue. But what I’m seeing looks exactly like pure lockstep/server auth implementation.
You are applying an input that sends and RPC to the server to execute said input action. The server replicates (delayed: because server tick delay and ping delay), you get the results all jittered.
In a pure server auth setup you need to implement client-side prediction (CSP). This allows the client to apply inputs directly and in real time (smooth responsive actions), then have the server execute the inputs and only “correct” the autonomous player if theres a margin of error greater than n.
You can read up on, and get a lot more insight into this via the character movement component docs. Read the entire thing. It’ll definitely help you understand netcode a lot better.
You can step around this by not multicasting the servers execution back to the autonomous proxy. Simply have your autonomous interact directly (lift/rot) → rpc server, multicast the lift/rot to all others, skip owner.
CSP is the better approach though.