TopDown RPG Template

Under severe network stress your system is a bit more jittery and annoying for the user, but in truth there isn’t that much more difference than I originally thought (I tested with your project and then a project where I had switched the proxies, set lag to 500 and packet loss up to 50%). I can’t actually say I could’ve detected the problem I was talking about earlier - it’s only possible under severe stress when frame times get long.

However, both systems suffer from input lag (naturally) - in your system this is a bit more easy to remove, because the character is owned by the client, so technically you could issue orders on both server and client and just correct the movement through the replication system that is built in the CharacterMovementComponent (you would have to tweak the order system though). So maybe it’s not worth changing it just yet.