I created a Blueprint that’s basically an “Automatic Door”. It has 2 meshes which are the left and right sides of the Door and a Box Trigger in front of it.
When a player character steps into the Box Trigger, I’ve put in a timeline that makes the 2 meshes do an opening animation. Immediately after that, I disable Player Input and use the Simple Move to Actor node to move the Player Character to a specified actor in the Level. After a delay of 2 seconds, I then play another timeline that closes the doors behind the player and enable input again.
However, recently I had to shift most of the blueprints for a server based game. Now when I test the game with 2 characters by launching 2 standalone game windows - one being a listen server and the other being a client, the character on the Listen Server is able to walk through the doors fine but the character on the Client starts stuttering in place while trying to move to the specified actor location and sometimes isn’t able to even get past the doors before it closes.
I have no idea why this is happening and would be extremely grateful if someone could shed some light on this.
The issues seams to be that you are executing the ‘Simple Move to’ from the client side itself, in network games all those ‘authoritative’ actions must be called on the server. The server will handle the proper movement and apply any corrections that might be required like collisions etc etc and then replicate the movement to the clients. On important thing to take into account for not owning clients (those that are set as simulated proxy) use the net relevancy to get the updates, so sometimes if the pawn/actor is not relevant (there are many reasons like distance for example) you wont see it moving until it get relevant again.
In your case to be able to move both of them make sure the trigger event is called only on the server, if you call it on both sides you will have conflicts between the values that come from the server and your own. A way to check it is to ensure that the trigger is not called if the net mode is ‘client’.
Here’s a guess but I had a similar problem using move to and nav mesh on a prototype I made. It worked fine most of the time but sometimes it would just stutter or sometimes stutter and then kinda move to. Anyway, turned out that lowering the character Friction in the character default settings fixed it. Beats me why it was doing that in the first place, and why it would work in some instances and not on others… Either way, try fiddling with the character’s friction settings and see if it helps out any?
Doesn’t seem to affect anything. Also, I have 2 characters that derive from the same class. The character on the server doesn’t suffer from any stuttering. It’s only the character on the client that stutters.
Sorry for the delay. Here’s a video link. You can see the blue player on the listen server go through the door fine but the yellow player on the client stutters. https://www.youtube.com/watch?v=nsnBUz5JnQw