Hey! I didn’t see any way to sync from client owned objects so I made this.
It’s a pretty simple setup. Just add the Smooth Sync component to your Actor and it will sync it’s movement from the owner to the non-owners or from the server to client if there is no net owner.
Videos:
See Smooth Sync in Action
Smooth Sync Overview
Smooth Sync differs from Unreal’s Replicate Movement in two key ways:
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Using custom interpolation, as described in detail here, it can be set up to your game’s specific needs.
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Allow client owned objects to determine the position of Actors. This removes the need for client side prediction (or “player prediction”) for certain Actors.
Look at all of those features! Easy to ignore a lot of them too, they are just there if you need them.
Interpolation and Extrapolation
Performs interpolation and extrapolation to handle lag.
Highly Configurable
Choose what you want to send and when you want to send it. Optionally compress floats to further reduce bandwidth. Customizable interpolation and extrapolation settings depending on your game’s needs.
Source Code
The full source code is provided so you can see everything with detailed comments.
Professional Support
We have a consistent record of prompt and effective support. Contact us via email or forums any time and we will work with you to resolve any issue.
We are game developers too so we know how important it is to have working products and to put out fixes fast.
Let me know if you have any suggestions or comments. I want to make Smooth Sync the best it can be!