Smooth Sync: Sync your Transforms Smoothly across the network

@Vaei
Sorry, when I say you can have “the server be the owner” of the actor I mean you can have a “server-owned actor” as described in the Unreal networking docs. https://docs.unrealengine.com/en-us/…ng/Actors/RPCs

So the issue you wanted solved ended up being that you weren’t setting up your networked actor correctly? Unreal’s replicate movement also doesn’t work with the way you were trying to set up your actor. There’s no possible way to solve every incorrect actor setup unfortunately and I can’t possibly add information like this to my store page since they don’t allow a lot of characters.

If your issue is the word “replacement” as meaning it will solve every possible non-advertised issue then I don’t know what to say. I have used this word in advertising for over a year (in other products) and never had an issue where someone thought it would solve every possible non-advertised issue. You would definitely use it as a replacement by replacing using Replicates Movement with using Smooth Sync. I make no claims to have features that I do not have.

What is “it”? I’m having a hard time following when you don’t specify some of your general words. Actors can be owned and they can call RPCs from client to server. https://docs.unrealengine.com/en-us/…ng/Actors/RPCs

I’d be happy to test any specific scenario you describe where my plugin doesn’t work that doesn’t go against what I have on the marketplace page though.
I’ve already tested you saying that it doesn’t take distance relevancy into account. It does. I also tested and corrected your incorrect network actor setup. I’d be happy to continue looking for an error in my product though if you want to give me other specific scenarios where my product doesn’t work.

I thought it all worked out after you stopped responding to me showing you how to set up networked actors in the Unreal engine. I’d be happy to approve a refund though if it’s possible through Unreal. I didn’t realize you were so dissatisfied with the product. I think you have to start the process though? I seem to have no way as a publisher to do it from the link Unreal provides.

EDIT: I believe this is the link to the refund page.