# The clients are stuttering in multiplayer

**URL:** <https://forums.unrealengine.com/t/the-clients-are-stuttering-in-multiplayer/367623>\
**Category:** Multiplayer & Networking\
**Tags:** client, unreal-engine, Multiplayer, stuttering, Blueprint, question\
**Created:** [August 19, 2016, 2:08pm UTC](https://forums.unrealengine.com/t/the-clients-are-stuttering-in-multiplayer/367623 "2016-08-19T14:08:26Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![anonymous\_user\_86746194](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_86746194](https://forums.unrealengine.com/u/anonymous_user_86746194)\
**Post date:** [August 19, 2016, 11:39pm UTC](https://forums.unrealengine.com/t/the-clients-are-stuttering-in-multiplayer/367623/3 "2016-08-19T23:39:21Z")

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The server does not stutter because it is the authority. Any and all values are final. The same is not true of the client. If the character is told to move on the client then tells the server to move, the server’s move will “undo” the client’s move on replication, thus causing the stutter. Ensure you are running no movement code on the client.

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> **[Networked Movement in the Character Movement Component](https://docs.unrealengine.com/5.1/en-US/understanding-networked-movement-in-the-character-movement-component-for-unreal-engine/)**
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> Detailed explanation of the Character Movement Component

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