Severe lag/ping in an empty UE5 project in local standalone any net-mode

Steps:

  • create a new project from FPS template.
  • print ping from player state in character BP.
  • launch as Standalone with 2 players in Client net mode (with a dedicated server) this happens with a listen server too. basically any mode which makes the server run outside of the editor.
  • ping will be 120-200ms with noticable lag.

Other notes:

  • turning on network lag emulation in editor settings does work and if turned on, it makes it all worse. I tried setting the emulated ‘lag’ to minimum 0 and maximum 50 to emulate normal conditions, but this did not work either as lag was around 300-400ms.
  • my network-related .ini settings are optimal with 60 tick rates and cranked up bandwidth, it does not influence anything, since I only run two clients with two default players.
  • this lag happens in literally every UE5 project that I tried, including Lyra example.
  • I have some older UE4 projects that I checked for sanity’s sake and in those the locally run net modes report ping of 5-8ms which should be normal, but not in a UE5 project.
  • I turned Iris on/off, which did nothing, which makes sense I suppose, since it is only a method of getting/sending the data down the pipes.
  • I turned replication graph back on/off (it is now disabled by default), which reported lower ping, (70-90), but the lag was still very visible.
  • I have googled and clicked on pretty much anything related and all have been vague dead-ends, but seems like many have had this problem in UE.
  • I am not running any kind of VPN, WiFi, Firewalls, it’s literally just a local home PC with a wire.

What gives? Is this normal now?

2 Likes

I’d like to second this thread. I’m running into a similar issue where the reported ping is mostly as expected, but the effective network traffic is functionally near double the ping. This occurs both on a local machine in PIE as well as with live tests against a hosted server on GameLift.
My test case involves a buffered input system that pushes frame locked input frames synced with the last known also frame locked server frame. For the system to have enough frames queued up to reduced the likelyhood of dropped frames I would expect to need roughly enough frames equal to the RTT Ping time to the server. But through my experimentation I need roughly twice as many (and with a PIE configuration with network emulation disabled I still need roughly 60ms of buffered input, which seems insane).

Having the same issue here. Using 5.3.2 source build. Just the default ThirdPerson MAP/level. In editor with listen server, everything works just fine. But after package build, running outside the editor, fps/ping just go nuts. Both with Windows and Linux server build. I even uploaded the Linux Server on AWS EC2. But the issue remains the same. Any insight would be extremely helpful. I’m stuck now.