Reposting because we need help quickly on this problem… feel free to answer in the thread. I’ll check both regularly.
https://answers.unrealengine.com/questions/95123/logs-movement-lag-on-simple-local-network-game.html
Reposting because we need help quickly on this problem… feel free to answer in the thread. I’ll check both regularly.
https://answers.unrealengine.com/questions/95123/logs-movement-lag-on-simple-local-network-game.html
I’m sure someone from Epic can give you a much better answer, but perhaps its the RPC thats slowing things down. Perhaps it’s better to make a struct of your 3 variables and replicate that struct. And use RepNotify to act on it when you receive it. Have you considered/tried that?
We’re fairly new to network replication so not really, but even so the data being sent across is minimal, and doesn’t explain why a button on one pawn affects the latency of another.
We have traced the issue down to the Camera Lag setting on the Spring-Arm. Engaging this seems to cause additional latency which is where the bulk of the effect is coming from. The trouble is, I can’t find a way around it. We’d really rather keep it on!
it was built in so probably didn’t have proper replication performance tested?
Camera lag is pretty simple to implemented, so I guess you don’t have to replicate camera and just let client side to drive camera location would be fine.
Well this is the weird thing, it’s not set up to replicate anywhere anyway, but it seems to be trying to replicate somehow.