Titanfall VR mech network movement is janky

Hey guys,

In my Titanfall VR project I have the pilot, which the player controls, the pilot can get in a mech and grab ahold of a control inside and then send inputs to make the mech move. The pilot and mech are character classes and use the CharacterMovement component. The control is a separate BP and is a child actor inside the mech cockpit.

So my problem is that though both pilot and mech movement use the CharacterMovement to move and replicate movement, the pilot moves smoothly from the clients perspective the mech movement is kind of choppy. On the server both are smooth. I’m not sure what is going on exactly, if anyone has any ideas as to why this is and how to fix it I would very much appreciate it.

I dealt with something like this before. It was a while ago so I’m not 100% sure. I think it was a simple tick box solution. Orient to movement if I remember correctly. Maybe a different movement related tick.

Hey Nobodikilla,

Doesn’t that check box just make the character rotate to face the direction it is moving, kind of like a 3rd person action game? I don’t believe that solves my issue as I want it to control like a console FPS where 1 stick controls its movement and another controls its rotation.

I have had issues with jittery movement only in multiplayer before and the solution was super simple (one of the check boxes). It might not be orientate to movement but I’m relatively sure it was a movement based one. Im not just making this up to frustrate you :slight_smile:

I think it may be Orientate to movement, use controller desired rotation or the one that deals with Yaw.

Hey Nobodikilla,

I tried Orient Rotation to Movement, Use Controller Desired Rotation, as well as Use Controller Rotation Yaw, and none of them helped, the jittery movement is still present. Was it a different check box by any chance?