So I started with this default rolling ball template. Set “Number of players” = 2, checked “Run dedicated server”, as well dropped additional “Player start” component in the map. So I realized nothing is replicated trough the network. So what I did was adding:
UFUNCTION(Server, Reliable, WithValidation)
void ServerAddTorque(FVector Torque);
to run physics on server side, so its then replicated on all clients. And it worked, but when I really play around with the balls I can see them Laging (getting stuck and jumping to next pos). So my question is:
- What is this LAG? I mean, it’s all on same machine!
- Can “Smooth Sync” help to correct this and how?
- And how it really works? The doc says just drop the component to the actor. But how then does it know what to sync and what not?