Smooth Sync: Sync your Transforms Smoothly across the network

@trshman

  1. I’m not entirely sure how Unreal does their syncing. I’m pretty sure Unreal’s syncing doesn’t keep a buffer of states though like Smooth Sync does, so if there’s an FPS drop or something I could see Unreal’s syncing having issues. Also I don’t think the position is solely determined by a single system, so your objects can become out of sync then it will correct to what it thinks it should be.
    Smooth Sync doesn’t get out of sync in the same manner that Unreal’s syncing does.

  2. I’m not sure if you are doing something wrong and if it’ll fix your specific issue but Smooth Sync does work with rolling ball template. There’s no one complaining about lag and the rolling ball template is shown with Smooth Sync in the tutorial video too.

  3. It works by sending positions over the network and lerping between them. For Owned Actors it sends transform from owner to non-owners (owner determined transform). For Unowned Actors it sends transform from from server to clients (server determined transform).

Let me know if you have any other questions or if you want more explanation on anything.