Smooth Sync: Sync your Transforms Smoothly across the network

Hiya-- Im sorry if this has been answered already, but Unreal’s forums are difficult to navigate on super long individual threads…

Love the plugin but running into an issue for my use-case.

I’m trying to get the current speed/velocity of client pawns on the server, but it looks like it just returns 0 for simulated proxies when I get it from the pawns movement component…

I tried getting the velocity from the last smoothstate sent through the smoothsync component, but it was returning a value that didn’t actually represent the pawns current movement speed…

Maybe I’m approaching this incorrectly, any help appreciated!