Smooth Replication of Bouncing Sphere Projectiles

Thanks for the reply! I have not used those properties before. Last night I created a new actor that is purely a visual representation of the sphere, that only the client can see, and attached it to the sphere that is spawned by the server; I set that server spawned sphere set to be hidden from the client. I set the client’s visual sphere to replicate movement and this looks essentially the same as when I was simply updating the client’s projectile every tick to match the server’s transform (strobey/missing frames). This morning I tried setting my new actor (client visual only) to replicate movement based on 2 decimal quantization as you screenshot, but unfortunately this had no discernible effect. Later today, I am going to try messing with this setting on some of my original setups and see if it has any effect.

Last night I also started down a new idea where I am not even using a projectile, but moving the sphere’s manually using line traces and wall collisions. I’m thinking that if I have exact, hard numbers on the server for where/when the projectile is going to hit by trace/speed, then I should be able to send that to the client and just move to that new position whenever it changes. It’s not sexy, and I suck at math, but it might work.