The “Top Down” template does not work out of the box with SmoothSync, as the other ones does. Tested “Top Down” and the Roller Ball. RollerBall worked as it should, Top Down didn’t.
@Fjordhoj
OK. I’ll take a look and see what I can find.
Any results yet?
@Fjordhoj
Can you send me the project? I’m not really sure how to set it up like you have it set up. I’m not too familiar with blueprints.
It doesn’t seem to work with me with your setup for the second player with or without Smooth Sync.
Sure. Where should i send it to?
@Fjordhoj
You can PM it to me here.
Bought this, been trying everything to get it to work. Every single assortment of combinations of network logic I can think of , and I can’t seem to figure it out! I am trying to sync a VR camera and motion controller from the CLIENT to the*** SERVER*** (client-authority over the objects), and then send all of that information to the other clients connected. Originally, I used my own RPCs but it seemed they were too insanely slow and choppy (thanks Unreal). I had a smoothing algorithm implemented to combat this, but this looked like a good solution with more hours already put into it.
I have added in the components to my pawn, and set them to sync with the “Set Scene Component to Sync.” I also made sure that my pawn was being locally controlled, and I even tried setting the owner of the pawn to be the player controller, both client-sided and server-sided. I tried all of this from looking at what you were doing with your C++ code.
Nothing is happening! The motion controller component is not updating on the server, nor is the VR camera I have the components set to sync. Both of the objects are replicated, and the actor, although I have also tried it with replication turned off for the components. There is no movement replication enabled.
I also tried setting the owner a few different ways, as well as clearing the buffer and not.
Do you have any ideas? Please feel free to PM me, or Discord works as well. Maybe I’m missing something, but the only thing I can do after this is start chocking up the C++ full of print functions and seeing where it’s going wrong.
@EverettDMG
Hmm. Nothing really pops out at me. It seems like you tried a lot of what I would have tried.
One current issue I have is being unable to sync a second player in split screen as described by the second question down on the questions page here: https://www.unrealengine.com/marketp…sync/questions
I’ll have to read this again tomorrow when I’m less tired and see if anything pops out at me. Otherwise I may have to just have you send me your project or see if it can be recreated using one of the templates.
I’ll respond again tomorrow after I get a night’s rest and read it again.
Does anyone know how to fix this error after upgrade to 4.25.2 from 4.25.1
error : Expecting to find a type to be declared in a module rules named ‘SmoothSyncPlugin’ in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.
@hard_code
I’m not getting this issue unfortunately. I’d try deleting Smooth Sync and then getting it again from the Marketplace maybe. Let me know how it goes.
@ thanks for the reply. Looks like its actually a universal problem with all plugins so Ill do the workaround or wait for a fix.
@hard_code
Ah. Good to know it’s an Unreal issue and not a Smooth Sync issue. Thanks for letting me know.
I have a pawn that I’m syncing with smooth sync, it’s a simple static mesh pawn. However, I’d like to rotate one of the sub meshes independently. It’s a really simple tank, so the turret needs to rotate. I tried adding an additional smooth sync component and then wiring up SetSceneComponentToSync in a blueprint with the turret static mesh component. However, it doesn’t work. No crash, compiles fine. Just no results. Is this the right way to do it? I don’t want to make a child actor component as during that causes the turret actor to shift and shadows get super strange.
I looked at extending smooth sync to add an additional FQuat as part of the sync state but it doesn’t seem extensible in that way without updating the source (and then of course I break any new updates).
Please advice.
nevermind. I got it working. Exactly as I thought. It was my bad. I didn’t wire up my blueprint properly. Sweet. Awesome plugin!
I jumped the gun. It looks like even though the static mesh component is set to sync and it attached to a parent actor it syncs it for all instances. I have 2 tanks spawned, when rotating the turret it rotates the turret on both of them. Am I missing something?
@Noised_Paper
It sounds like you are hooked up how I anticipated at least.
Confirm you have one Smooth Sync for each separate thing you want to sync. Try using the SetSceneComponentToSync() for each thing you want to sync too (at least for your tank setup) and see how that goes.
If the above doesn’t work, take a look at GetPosition() / GetRotation() and SetPosition() / SetRotation() in SmoothSync.cpp. Maybe something in those methods doesn’t make sense for your setup? This section of code shouldn’t be super confusing but let me know if it is then I can take a look and see what I can find.
Let me know how it goes.
Thanks for the quick response. I figured it out, I need to dig into the source a bit more to get exactly what i want but this works great for now. I only really wanted to rotation of the turret static mesh as the rest of the transform is relative to the chassis and doesn’t need to be sync. However, I noticed that if I set the "Sync Position’ to “NONE” then all my turrets on the controlling client will rotate (not synced, so the server doesn’t see this or the other client). If I set “Sync Position” back to XYZ everything works as expected.
Here’s what happens with position syncing set to NONE Unreal GIF - Find & Share on GIPHY
Ive attached screenshots of my setup. Looks more like a bug?
@Noised_Paper
Glad you got it working!
Hmm sure seems like a bug. I’ll check it out and add a fix to the next release. Thanks for letting me know about it.
For now if you want to use less bandwidth than full position syncing, you can try setting Sync Position to just z or something.
Hi. I am encountering an issue where if I add a second SmoothSync component (to sync camera rotation on my character), the animations for running stop working (in animation blueprint controlled using velocity). Is this a bug? (First smooth sync component replicates actor transforms)
@FAXCORP
Are you adding a second SmoothSync component to a single object?
Are you using SmoothSync.SetSceneComponentToSync()?
Maybe check out the setLinearVelocity() method in SmoothSync.cpp and see if that looks like it’s setting velocity to something different than expected.