Smooth Sync: Sync your Transforms Smoothly across the network

@Syedhs
Oh, that’s interesting. Thanks for the info. Yes, Smooth Sync is deterministic in that sense. The position and rotation are determined by the owner and the actor is attempted to be in the same place on all connected game instances.

EDIT: I think Unreal’s replicate movement is server deterministic from my testing(maybe only under certain circumstances). Smooth Sync can be both server deterministic and client deterministic on any actor that I’ve tested.