Smooth Sync: Sync your Transforms Smoothly across the network

@GuacFrog

Keep in mind that compression will only work up to a certain number before it starts becoming inaccurate. I want to say it’s around 63,000 for half floats, which we use.

Maybe, but I’m not sure on Unreal’s limitations in just the general amount of objects that can be networked even when not moving. I know with the success of Fortnite they have been making huge strides in networking so it may work fine, but it may not.

Correct, it would not physics well and the fix would be client prediction.
You can try turning down the Smooth Sync InterpolationBackTime and raising the Smooth Sync LerpingSpeed variables though to get more reactivity. It should then be better in this regard but still not that great.
One other option may be to send an RPC to push it on the server when it collides on the local client, but I’m not sure of your game’s needs.

Correct. You may be able to send an RPC to move objects which would work for some games, but it wouldn’t react in real time locally like a game like Rocket League would. The rubber banding you see in a game like Rocket League is the result of the client becoming off from what the server thinks it should be so the client gets corrected.

Yes the first video is what I would expect from trying to physics collide with an object owned by one system and the other object owned by another system. Try lowering InterpolationBackTime and raising the LerpingSpeed variables though and it may act a bit better, but still not that great depending on what you need the box interaction for in your game.

The second video is pretty crazy though and not what I would expect from Smooth Sync, lol.
Is the box and the player both using Smooth Sync?
Would I be able to recreate this issue by using the ThirdPersonTemplate and adding a box to push around? Let me know if there’s anything else you did besides that to recreate the issue.

Let me know if I didn’t respond to anything or if you want more explanation on anything. Get back to me about that second video for sure and I’ll see what’s going wrong with Smooth Sync.