Skeletal mesh location lag on networked client

Branch: Binary/Source

Build version: 4.4.3

Detailed description of issue:
issue occurs only on networked client (Role < ROLE_Authority) for Character which is remotely controlled. Desynchronization of Character’s location and his Mesh’s one occurs due to Character’s movement. If you stop movement then Mesh’s location is being adjusted smoothly to Character’s one. Character is always in right location.

Link to video: link

Description to video:
On video I’ve reproduced issue from Third Person template step-by-step. I’ve turned off Character’s animation as without it issue is noticed better.

Hey mc,

Thanks for thorough investigation! I was able to reproduce issue internally, and have entered it in our database as TTP# 348159 for our developers to look at. I will let you know when I see an update on it. Thanks for reporting issue to us!

Hi, any news?

Hi ,

Not yet. This issue (now UE-3364) is slated to be fixed in a future release, but there is no definite timeline for it. I will update this post when I see an update.

Any update on this issue? Using unreal 4.10.4 and i’m getting some lag on my steamproject.

Hey Samuelb,

Due to age of this thread, if you’re experiencing an issue please open a new thread in Bug Reports section of Answerhub.

Thanks!