Smooth Sync: Sync your Transforms Smoothly across the network

Is this project still supported, or no?

Why are static mesh actor’s with enabled physics and static mesh replicate movement displayed incorrectly on the server and clients? While on the client the object is moving, on the server it does not even react to it.

It looks like this project is not supported anymore dude…I haven’t gotten a response from them in almost 2 weeks.

@ackyshacky
Sorry for the lack of reply in the forums here. Our Discord channel (Noble Whale Studios) is probably the quickest way to get a response but I need to pay more attention here too.

For your issue, it sounds like you’ll want to move your movement to the clients.
Smooth Sync sends position from Owner to non-owners (or server to clients if no owner), so you’ll want to only move it on the owner (or server if no owner).

@YnuTazZ
Try using SmoothSync.etSceneComponentToSync() in BeginPlay() to sync your specific component. This can be done via Blue Prints as well. Let me know how it goes.

Hi, what is the best way to teleport pawns across the network? By reading the documentation I know that this kind of movement must be applied in the owner, but for this specific scenario I need to move all players to a specific location (Something like a portal but for all players)… Should I use a Server RPC and then notify the rest of clients using a Multicast RPC or is there a better way to achieve it?

You should move the object locally on the owner’s system(or on the server if no owner), then you would call SmoothSync.Teleport() on that owner(or server if there is no owner). Then Smooth Sync will automatically handle telling all other systems to teleport to that location.

Heads up, our discord got hacked. Do not click any links sent by the Whale Whale Whale account, especially regarding a game.

Hello everyone!

Just a quick question before my purchase. If I understand correctly, this plugin can be used to smooth things like physics characters with ragdolls and so on, easily using any of the provided network subsystems (Steam / EOS) or does it only work with the default network subsystem?

Hello! I bought and installed this and it works great already! I’m using it to move physics balls controlled by players. I’m wondering if I should bother replicating the players’ input as well, since it already seems to work well with only your plugin doing the work. Would there be any benefit to doing that?

Thank you. I’ll consider buying it soon, and I’ll let you know my thoughts on this.

Smooth Sync makes calls to Unreal RPCs. I am unfamiliar with Steam / EOS but if they don’t have an issue with the standard RPCs then I would think it would work.

With Smooth Sync, do not replicate the input, Smooth Sync will handle the replication of the Transforms automatically. You’ll want only one system trying to move the objects.

We’ve got a bug in our uplugin file so don’t update to 1.42 Smooth Sync if possible.
If you do, you can grab the Smooth Sync code and put it in your project:

A fix was submitted yesterday, but it’s kind of random on how long that takes to go through. Sorry about the issues!

Hi!
Is Smooth sync compatible with source build 5.3.1?
I cant compile with the plugin in my game plugin folder.

The fix for the compile is now live! Sorry about the issues everyone. There was an issue with the Unreal uplugin file that did not appear when testing. We’ll look into more robust testing methods for future releases. Thank you for sticking with us.

Smooth Sync is compatible with 5.3.1, but we had an unreal plugin file issue that we did not find in our testing. The fix is now live. Sorry about the issues and thank you for bringing it to our attention.

Subject: Assistance Needed with Multiplayer Game Issues - FGear & Smooth Sync UE5.1 Source

Hi everyone,

I hope you’re all doing well. I’m reaching out for some assistance with challenges we’re facing in our project.

We’re currently using the following components:

  • Unreal Engine 5.1 source (game runs on a dedicated server steam)
  • FGear Vehicle Physics
  • Smooth Sync Plugin

Our project is a multiplayer game running on a dedicated server. We’ve run into a few issues:

  1. When a player exits a moving vehicle, both the vehicle and the player are teleported back. You can see the problem in action in this video: [Link to video]
  2. Upon exiting a vehicle, the vehicle abruptly snaps its rotation, seemingly correcting itself.
  3. When a player enters a vehicle and starts moving it, other clients initially see the vehicle as stationary. After a delay (sometimes up to 10 seconds), the vehicle suddenly jumps to its correct location. It seems like the smooth sync system is delaying replicating the vehicle’s movement to other clients.

More videos of our problems:

Any help or advice you can offer to resolve these issues would be greatly appreciated. We’ve spent a lot of time over the past two months trying to find a solution, and now we’re turning to the community for support.

Thank you in advance for your assistance!

I’ve responded on email already but wanted to respond here too so people don’t think I’m ignoring people. :slight_smile:

1 Like

Hey, I can confirm that the previous problem seems to be resolved, but I’ve encountered a new issue.

I’m using the Traffic Control System from the Unreal Engine Marketplace for AI traffic in my multiplayer game. This system scans for active player-controlled pawns and spawns cars around them. When I’m walking around on foot, the cars spawn without any issues. However, when I enter a car that’s using the Smooth Sync component for replication, the cars don’t spawn around that vehicle as it drives down the road. It seems like the traffic system can’t correctly locate the vehicle pawn and update the player-controlled pawn location to spawn vehicles. It works fine when on foot because the player character isn’t using Smooth Sync. Do you have any suggestions or fixes that might help with this issue?

https://www.unrealengine.com/marketplace/en-US/product/traffic-control-system

To provide you with further infomation on how the players pawn location is updated to help spawn in vehicles its quite simple this is all its doing