When using SmoothSync Component on Characters, they fly up in air while staying in downward moving elevator. With standard “replicate movement” there is no levitation. Maybe you can point me in the right direction how to prevent it?
On horizontally moving elevator client is sliding off platform visually, and teleports to it’s location inside elevator after it stops movement;
InterpolationBackTime decreased to 0.02 not helped;
Attaching Characters to Elevator (“Attach Actor to Actor”) not working: upon attaching, client character teleports to (0,0,0) world location on server-side;
Video made on 250 ping emulation. On 10 ping levitation is much smaller on vertically moving elevator, but falling off upon horizontal movement persists.
We are using UE5.4.3 and SmoothSync. SmoothSync crashes when a second player joins the server. It has worked for a long time but recently moved to a large world.
Hello everyone, I bought smooth sync to use in my VR project, local multiplayer, I’m having problems with the replications, could anyone give me some insight?
I’m a host and my friend joins my session, when I pick things up the interactions work ,my friend who joins my session doesn’t show me anything, his hands don’t move or any object he picks up… I’m dragging the smooth sync plugin to VRPAWN and objects in the scene but nothing happens
Greetings, I have Enable Smooth Sync set to True on Event BeginPlay on my vehicle. If you spawn in as a vehicle it works fine and will accelerate as intended. However, when you possess the vehicle manually it just won’t accelerate at all. Some insight or guidance would be helpful, thanks.
Additional details:
I already have it set to not replicate movement
hi ,i found when enable this plugin ,the BP event on component hit will only work in client , server will not perform this event anymore,Did I forget to set something ?
I’m getting the same crash on 5.4.4. It’s crashing on the server when running a listen server in a packaged build and having another player connect. Not 100% sure when its happening but it does happen frequently
Hello - Im having some issues setting up Smooth Sync for objects that I want to grab with my player and control their movement via client authority and a physics handle.
-the root of my objects is a mesh so I set “Set Scene component to Sync” on begin play on the actor i want to grab (have also tried construction script) to the mesh and then do the following:
On interact with the grabbed object on a server call I set the owner to the player controller via set owner (this is done on the actor i am grabbing)
then on the player state I call “Grab component at location” using the physics handle of its pawn for the mesh of the object (Server RPC)
Lastly on the tick of the pawn using “islocallycontrolled” I set the position of the physics handle . (Im on 5.5 FYI)
Unfortunately this doesnt move the object at all, i check that the appropriate controller has ownership but it doesnt move the object - but it does if the tick does not have a “islocallycontrolled” check, suggesting the server still has authority?