The server realizes the object isn't moving, and the client goes crazy

Greetings! Does anyone know how to fix this? I started the game on two clients. The first client starts moving, and the second one follows, but the second one collides with the first as if it’s a ghost. It feels like the server understands that the cars aren’t moving, but the clients don’t. Meanwhile, the HUD displays that it’s a sports car

Have you absolutely verified that car #2 is hitting car #1?

What movement component are you using?

Fixed. As it turned out, in the C++ part of UChaosVehicleMovementComponent VisibilityABasedAnimTickOption in the skeletal mesh was set to OnlyTickPoseWhenRendered causing the physics to not be rendered by the dedicated server. To solve the issue, you’ve got to set the variable to AlwaysTickPoseAndRefreshBones in the BeginPlay event

Could have swore AlwaysTickPoseAndRefreshBones was default.

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