Smooth Sync: Sync your Transforms Smoothly across the network

@GuacFrog
I don’t think it would work for exactly what you are trying to do.

Smooth Sync works by having one client (or non-client server) determine the position of an actor. If the actor tries to deviate from this on the non position determining client (or non-client server) the object will not move.

I wouldn’t count on Smooth Sync being able to handle potentially thousands of objects. It does seem to handle more objects at a lower send rate than Unreal’s position replication does (like shown in the Smooth Sync trailer), but I wouldn’t expect it to handle any super large amounts. Smooth Sync does take into account Unreal’s Net Cull Distance Squared though for network optimization.

Let me know if that helped at all.