Hi @. It seems like your plugin can be really helpful for me, but i want to be sure whether it actually fits the issue.
I’m developing a racing game. Pawn is represented by a simple physical object (static mesh). Control is physic-driven. Throttle and steering are implemented by applying of impulse and torque to the mesh correspondingly. There is no something like “movement component” so it’s quite similar to UE Flying example. Actor and mesh component are replicated and “Replicate Physics to Autonomous proxy” is also enabled for mesh. This setup seemed quite straightforward, but when i’ve tested it on dedicated server the actual problem have appeared.
There are recordings of how it works on bothserver. Dedicated server is built from source without any custom options and hosted on my pc where i run clients.
Movement on listen server is ok, but on dedicated server it looks quantized a lot even for owning client himself due to the physics is server-side simulated. I’ve tried to tweak Net Update Frequency - decreasing gains quantized effect (as expected), increasing to 1000+ takes no visible effect (and it’s impossible and wrong to increase this very much).
Can this plugin help me in solving this issue?
PS. However, it feels suspicious that such “simple” physics cause problems (and works different depending on server type). Maybe there are some hidden options for server must be tweaked?