# Set world origin in multiplayer causes pawn stuttering

**URL:** <https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384>\
**Category:** Multiplayer & Networking\
**Tags:** dedicated-server, bug, unreal-engine, Multiplayer, UE4, Blueprint, question\
**Created:** [April 17, 2019, 8:09am UTC](https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384 "2019-04-17T08:09:06Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![DarkSeraphim88](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DarkSeraphim88](https://forums.unrealengine.com/u/DarkSeraphim88)\
**Post date:** [April 17, 2019, 8:09am UTC](https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384/1 "2019-04-17T08:09:06Z")

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After updating the unreal engine from 4.19.2 to 4.21.2, a strange problem appeared.

Have a “Set World Origin” node triggered by a timer. Without a dedicated server, everything works smoothly, but on a dedicated server, this node stutters the pawn. It looks as if the pawn is teleported to a certain point, and then returns to the same place.

In project settings property “Enable Multiplayer World Origin Rebase” is set to True

Unreal Engine built from source. In previous version of engine all works fine

UPD. Also tried to enable “World composition” and “Enable World origin rebasing” in World Settings tab with the same result

UPD2. Set world origin logic looks like:

 ![274578-set-world-origin-logic.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/d/a/4da2038e30762b8874a080a58942a3c5c69c107f.jpeg)

UPD3. It seems like a bug in dedicated server. Link to vew a world origin rebase blueprint [link text][2]

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**Author:** ![FinalZer0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FinalZer0](https://forums.unrealengine.com/u/FinalZer0)\
**Post date:** [April 17, 2019, 2:19pm UTC](https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384/2 "2019-04-17T14:19:13Z")

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Where are you moving the pawn? I think you are moving pawn only on Client side, so that you see that client is new position, but in Server it’s still there.

If your pawn is replicated then make custom event node that has “Run on server” selected and change Pawn position from there

 ![274497-serverchangeposition.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/8/3c83ebcbd04bad9030c1b517d87a3a4a08883858.png)

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**Author:** ![DarkSeraphim88](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DarkSeraphim88](https://forums.unrealengine.com/u/DarkSeraphim88)\
**Post date:** [April 18, 2019, 9:21am UTC](https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384/3 "2019-04-18T09:21:55Z")

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Client only get input information and send it on server. All pawns moves only on server, then all client gets pawn positions from server with replication

 ![274573-input.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/9/7/a9794c1a5becfc655edac378cc28379f564983f0.jpeg)

 ![274574-send-to-server.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/3/1/e31b2123e5e8397106d997a8cc2eeebc93644da3.jpeg)

 ![274576-store-data-serverside.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/1/0/210846a91eba6290d0c05079820271f5479e088a.jpeg)

 ![274577-move-pawn-serverside.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/8/3/8837ea37013bc684fef20d2170539dfbce364303.jpeg)

In Unreal Engine v4.19.2 that works fine

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<div class="post-metadata">

**Author:** ![DarkSeraphim88](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DarkSeraphim88](https://forums.unrealengine.com/u/DarkSeraphim88)\
**Post date:** [May 10, 2019, 8:32am UTC](https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384/4 "2019-05-10T08:32:10Z")

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Found a workaround for this issue

Disable movement replication in networking section of pawn and write my own movement replication logic

 ![276513-server-side-save-moving-parameters.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/f/8/0f8e472d92693d722b9ea44a034dd9d087dd2324.jpeg)

 ![276515-onrep-transform.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/3/e/03e96b7ca0d71a051ff7085d4107f05c3f5fe9e1.jpeg)

 ![276516-onrep-velocity.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/b/4/cb47d5acc0d01e17d8a04e44f157ddb427db9277.jpeg)

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<div class="post-metadata">

**Author:** ![DarkSeraphim88](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DarkSeraphim88](https://forums.unrealengine.com/u/DarkSeraphim88)\
**Post date:** [June 12, 2019, 8:11am UTC](https://forums.unrealengine.com/t/set-world-origin-in-multiplayer-causes-pawn-stuttering/447384/5 "2019-06-12T08:11:52Z")

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[This Issue on Issue Tracker](https://issues.unrealengine.com/issue/UE-75990) Issue ID UE-75990
