Smooth Sync: Sync your Transforms Smoothly across the network

Syed
Ah, yes, you are correct. Unreal’s Replicate Movement seems to track all movement from the server and transmits it to all clients but it seems to stop caring once the actor stops moving on the server. Then you can hit it on clients and it will get off, but once it starts moving on the server again, it syncs back up. It is weird that Unreal does it like this. Thanks a ton for the info, I’ll have to add something to my store page. I didn’t realize Unreal was lacking in this manner.

In Smooth Sync, I keep the object at the same position until the owned Actor starts moving again so it will be deterministic.

Yeah, owned by clients isn’t the best anti-cheating but you should be able to validate a lot of things (like position) server side before sending out to other clients. I wouldn’t recommend it for a super serious competitive FPS but even games like The Division use client determined position if I remember correctly. Plus it’s not like it’s impossible to cheat with server owned anyway. Definitely plenty of cheaters in CounterStrike back when I used to play.

Thanks again for the new information!