Simple replicated physics jittering

So what you are saying is that the physics simulation is done on the server, but the client gets only notified of transform updates, and teleports the object between updates, and the “movement” I’m seeing is mostly from temporal buffers?

Even if the server is moving the actor, the client should need the velocity to properly interpolate between server updates. If both client and server are running the same simulation, without any changes to the linear velocity, the server updates should match what the client predicted.

Which brings me back to my question, how come Unreal doesn’t handle properly replicated physics objects by default?

Here’s a video of a quick clean template using the process detailed in the first post.

So if I understand correctly, in order to get a simple box moving, I need to create a custom Actor, receive position updates from the server and do the interpolation myself instead of setting that server transform? If you don’t know how quickly to interpolate you would end with a rubberbanding effect anyway, when the object slows down reaching the destination. The only way to make the movement smooth that I can think of is to replicate the velocity so both sims match (which is what I expected unreal to be doing with “replicate movement”).