Yes, Im adding a second smoothsync component to a single object. First one is not using SetSceneComponentToSync as its for the actor itself, second one is set to sync camera
What exacly do I check in the cpp? Print out the velocity?
Yes, Im adding a second smoothsync component to a single object. First one is not using SetSceneComponentToSync as its for the actor itself, second one is set to sync camera
What exacly do I check in the cpp? Print out the velocity?
Hmm. I’ll have to take a look into that. I’ll get back to you. Sorry about the issues.
Yes, print out all the different velocities and see if any of them line up to what you want. Then maybe you could even alter this code to set the velocity to the thing you want.
Maybe also check out SmoothSync.getLinearVelocity() and maybe it’s trying to send something you aren’t expecting.
Smooth sync crashes the editor when I call “EnableSmoothsync”. It is a null pointer exception. Any ideas?
@GuacFrog
Can you paste me the whole error?
I just released a fix that fixed up some similar issues so it may be covered already too. It takes Unreal about 5 days to accept something so I’d expect it by mid next week.
Did you ever end up editing Smooth Sync from before? If you did, let me know and I can send you the new files and you can check it out sooner.
If not and you want to know how, check this out: https://forums.unrealengine.com/unre…13#post1777913
This crash does not occur every time smooth sync is enable during runtime. Around 1/2 of the time.
The error doesn’t look like it has to do with smooth sync to me, but I have isolated the EnableSmoothSync(true) function to ensure it is the culprit.
@ I did not end up editing SmoothSync. Although, if the newer files do indeed fix this glitch, I’l gladly install them manually.
@ Any updates on the issue?
@GuacFrog
Hmm. I’m not getting the issue on my end.
I’ll PM you the code and you can see if it’s fixed or not.
If that doesn’t fix it, we’ll have to see if we can get it to happen in one of the templates so we can isolate that Smooth Sync is the issue.
Do you know if this happens in one of the blank templates?
Hey guys,
Are there changelog notes for the latest update?
as above ^ Any notes on the new update?
@Aeromir @ojl10
Hmm. I thought Unreal rejected that release because of the new things they are checking. Weird. Anyway…
**Version 1.31 **is now (or the official version will be in a few days?) available on the Marketplace!
Change Log:
Memory usage more efficient.
Added null checks to reduce errors.
Exposed interpolationTime variable so people can line up their animations with the time that Smooth Sync is using. (which uses UGameplayStatics::GetRealTimeSeconds)
Fixed divide by zero issue on extrapolation and interpolation.
@GuacFrog
The new version is now on the Marketplace so you won’t need to copy over the files like described above any more.
Let me know if that helps or not.
Hi,
We are updating our project from UE 4.23 to 4.25.4 and the Smooth Sync from 1.29 to 1.31.
Running the game with 2 players on a dedicated server in the editor causes some strange behaviors where the player keeps moving forward or falling on the other client.
When testing this without the SmoothSync and with the Unreal’s ReplicateMovement setting this issue no longer occurs.
We’ve found this thread and adjusting some configurations on DefaultEngine.ini apparently fixes the issue.
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=100000
MaxInternetClientRate=100000
[/Script/Engine.Player]
ConfiguredInternetSpeed=50000
ConfiguredLanSpeed=50000
Do you have any ideia on any changes that may be causing this?
@ricardohaeberle
I have no clue. I wouldn’t think any Smooth Sync changes would cause this. It looks like some core Unreal issue though by that post.
My guess as to why Unreal’s Replicate Movement seems like it works is because Unreal’s Replicate Movement is barely actually replicating. You can easily end up in separate spots with Replicate Movement from the tests I was doing.
Let me know if you think it’s a Smooth Sync issue though and I can look into it.
@ How can I get Smooth Sync to work with crouching?
The problem I have now, is that the capsule has a delayed movement. The following video is using Unreal’s built in crouch functions:
I tried to implement a custom crouch where I shrink the capsule half height and teleport the capsule down by the amount it shrank, but I get similar problems with the capsule movement being delayed for simulated proxies.
@GuacFrog
It sounds like you’ll want to set that up through Smooth Sync with a new variable (on SmoothState() I believe). I’ve been wanting to get to animation support but it’s just not something I’ve had the time for (which is why I don’t advertise it).
Check our SerializeState() where it serializes it to send out and ServerSendsTransformToEveryone_Implementation() where it deserializes for receiving.
Figure out whatever variable determines the crouch and then stick it in those places. Make sure to serialize and deserialize in the same exact order.
Probably just check out MovemementMode syncing and copy that as that might give you an idea of when to assign it to your character so it shows up on your non-owners at the right time (or clients if no owner).
Let me know if you have any questions or if I misunderstood the issue.
Hey, @! amazing plugin! I added it to my base advanced vehicle blueprint, and finally, for the first time ever, all clients on Steam were experiencing perfectly smooth gameplay! The only issue I had as the server was one car or another would come to a halt for a few seconds, and then jump to where the client is located. I guess it’s “typical” lag, but I would love to know what I need to adjust to hopefully clean up that lag. I left everything at default and just added your component to my Base Vehicle blueprint. That’s it. There are so many options I’m not sure what to adjust! Thanks!
@ksimpson1986
It could be normal lag.
It could also be that Unreal sets the default bandwidth limits very low.
Copy/paste about bandwidth limits:
You are probably hitting your bandwidth limit.
Smooth Sync is better than the built-in, but the limit is still relatively small for any serious networking game.
Change these files to have the following and google Unreal Bandwidth Limit (https://www.google.com/search?q=unre…hrome&ie=UTF-8) for more information.
I offer no validity on these exact settings, just some random ones I pulled from Google.
DefaultEngine.ini
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=50000 MaxInternetClientRate=50000
[/Script/Engine.Player]
ConfiguredInternetSpeed=500000
ConfiguredLanSpeed=500000
DefaultGame.ini
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=600000
MaxDynamicBandwidth=80000
MinDynamicBandwidth=4000
If you don’t think it’s any of that, let me know.
Thank you for the reply! the DefaultEngine.ini were already set to these settings, but I didn’t have the GameNetworkManager code in there. We’ll do another Steam test tonight and see how it works. Thank you!