# ReplicationMovement bug UE 4.20

**URL:** <https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939>\
**Category:** World Creation\
**Tags:** Replication, unreal-engine, Physics, Multiplayer, question\
**Created:** [July 21, 2018, 8:11pm UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939 "2018-07-21T20:11:00Z")\
**Posts on this page:** 9\
**Page:** 1

<div class="post-metadata">

**Author:** ![Yakim](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yakim](https://forums.unrealengine.com/u/Yakim)\
**Post date:** [July 21, 2018, 8:11pm UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/1 "2018-07-21T20:11:00Z")

</div>

Why does not the owner pawn replicate, and others replicate?

Video ["ReplicationMovement" bug UE 4.20.0 - YouTube](https://youtu.be/Vg6vN9FxAC4)

Sample project [https://drive.google.com/open?id=1rBZ96Qj6BlBNJrkVVl1dbt8BH2t2OyZy](https://drive.google.com/open?id=1rBZ96Qj6BlBNJrkVVl1dbt8BH2t2OyZy)

If you enable replication of the cube component, it starts to move, but, it does it very badly.  
It used to be better, here is an example from 4.18.2, the logic is similar [Replication Movement 4.18.2 - YouTube](https://www.youtube.com/watch?v=sOHCI-NYRno)

---

<div class="post-metadata">

**Author:** ![Jeff\_A](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jeff\_A](https://forums.unrealengine.com/u/Jeff_A)\
**Post date:** [July 23, 2018, 7:17pm UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/2 "2018-07-23T19:17:23Z")

</div>

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

[https://epicsupport.force.com/unrealengine/s/](https://epicsupport.force.com/unrealengine/s/)

Thanks

---

<div class="post-metadata">

**Author:** ![Yakim](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yakim](https://forums.unrealengine.com/u/Yakim)\
**Post date:** [July 25, 2018, 9:09pm UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/3 "2018-07-25T21:09:23Z")

</div>

[http://dl3.joxi.net/drive/2018/07/26/0018/2828/1182476/76/4789079d27.jpg](http://dl3.joxi.net/drive/2018/07/26/0018/2828/1182476/76/4789079d27.jpg)

Case # 00022893: ReplicationMovement bug UE 4.20 has been received

---

<div class="post-metadata">

**Author:** ![Yakim](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yakim](https://forums.unrealengine.com/u/Yakim)\
**Post date:** [August 1, 2018, 3:54pm UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/4 "2018-08-01T15:54:01Z")

</div>

The bug is registered in the system and is considered by the developers, we are waiting for correction.  
Please vote [Unreal Engine Issues and Bug Tracker (UE-62345)](https://issues.unrealengine.com/issue/UE-62345)

---

<div class="post-metadata">

**Author:** ![Kiry](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kiry](https://forums.unrealengine.com/u/Kiry)\
**Post date:** [October 5, 2018, 11:48am UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/5 "2018-10-05T11:48:03Z")

</div>

I can guess thats this all breaks inside PhysicsReplication.cpp ( atleast for physics simulated actor?) because when i am trying it on dedicated server with single client ( while FRepMovement ReplicatedMovement is synced properly) it never reaches this line with `" OwningActor->Role == ROLE_SimulatedProxy "`, and IT IS when i am in 2 player mode (Simulating\_Proxy is present ). As a result function `ApplyRigidBodyState` never gets called on the Owner.

```
     void FPhysicsReplication::OnTick(float DeltaSeconds, TMap<TWeakObjectPtr<UPrimitiveComponent>, FReplicatedPhysicsTarget>& ComponentsToTargets)
        {
// Some Code

        				AActor* OwningActor = PrimComp->GetOwner();
        				if (OwningActor && OwningActor->Role == ROLE_SimulatedProxy)	//TODO: can we avoid the replication all together?
        				{
        					// Get the ping of the guy who owns this thing. If nobody is,
        					// then it's server authoritative.
        					const float OwnerPing = GetOwnerPing(OwningActor, PhysicsTarget);
        
        					// Get the total ping - this approximates the time since the update was
        					// actually generated on the machine that is doing the authoritative sim.
        					// NOTE: We divide by 2 to approximate 1-way ping from 2-way ping.
        					const float PingSecondsOneWay = (LocalPing + OwnerPing) * 0.5f * 0.001f;
        
        					// force update if simulation is sleeping on server
        					//if ((UpdatedState.Flags & ERigidBodyFlags::Sleeping) && BI->IsInstanceAwake())
        					//{
        					//	UpdatedState.Flags |= ERigidBodyFlags::NeedsUpdate;
        					//}
        
        					if (UpdatedState.Flags & ERigidBodyFlags::NeedsUpdate)
        					{
        						const bool bRestoredState = ApplyRigidBodyState(DeltaSeconds, BI, PhysicsTarget, PhysicErrorCorrection, PingSecondsOneWay);

//Some Code
```

---

<div class="post-metadata">

**Author:** ![Yakim](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yakim](https://forums.unrealengine.com/u/Yakim)\
**Post date:** [October 6, 2018, 7:06am UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/6 "2018-10-06T07:06:25Z")

</div>

Yes, it seems you are right.

---

<div class="post-metadata">

**Author:** ![Kieranator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kieranator](https://forums.unrealengine.com/u/Kieranator)\
**Post date:** [October 10, 2018, 11:03am UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/7 "2018-10-10T11:03:38Z")

</div>

I am having this same issue as of version 4.20

---

<div class="post-metadata">

**Author:** ![GrumpyNZ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GrumpyNZ](https://forums.unrealengine.com/u/GrumpyNZ)\
**Post date:** [October 10, 2018, 11:55am UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/8 "2018-10-10T11:55:23Z")

</div>

Yes, we are all eagerly awaiting 4.21 release, patience is a virtue.

---

<div class="post-metadata">

**Author:** ![Yakim](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yakim](https://forums.unrealengine.com/u/Yakim)\
**Post date:** [November 8, 2018, 1:36am UTC](https://forums.unrealengine.com/t/replicationmovement-bug-ue-4-20/429939/9 "2018-11-08T01:36:39Z")

</div>

I confirm, the problem is solved, thank you all for your support =)
