So I am having an issue that I think may be able to be solved by this plugin, but before I purchase I wanted to make sure that my issue can be aided by Smooth Sync:
So in our game, we are having an issue where over time players (everyone except the host) are becoming desynced with the server. This effect is quickened and intensified when a player sprints into a wall and pushes into it for a bit. Then the location of the player is not being correctly updated on the server (and therefore everyone else), instead you can see them moving but they will be bumping into walls since their location is not correct. What is weird, however, is that when a player who is desynced jumps- they will be teleported (or reset) to their location on the server, resynchronizing them (there is no special code for jump, it just calls the jump function on the character movement component). For whatever reason Unreal is not replicating location correctly. I have tried setting a lower Net Update Frequency on the pawn class, as well as running Force Net Update on it every 5 seconds, and setting it to be always relevant. None of these fix it. Since Smooth Sync replaces ‘Replicate Movement’ could it fix my issue?