Smooth Sync: Sync your Transforms Smoothly across the network

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Okay, I’ve tried the Rolling example with physics simulated only for local controller and let the replication do the rest -> it works perfect on Android and PC.
The problem must be in relation with either:
*Constantly adding force (linetrace for hovering from 4-5 points)
*Using ChildActor inside the pawn

  • or something with my session handling is just plain wrong

I’ll check and recreate them with alternative methods to see if the problem is caused by these things.
But anyways, thank you for your time and checking it. :slight_smile:


Edit: I’ve migrated the RollingBall pawn to my project and swapped my pawn with it, the problem appears again, android stops replicating after few seconds.


Edit 2: The problem is solved! Your plugin had absolutely nothing to do with it, it just reacted to something what Unreal itself ignored. In the Gameinstance I had setup if a network error occurs, destroy the session. And for whatever reason there was always one network error if I connected an android device to a existing session or created one with it. By disabling the session destroying everything works fine now. And it’s just awsome seeing on the android device how smooth everything now moves/replicates in comparison to the other methos, thanks to your plugin. So happy :smiley: