UE 5.1 & 5.2 Client - Server seemingly out of sync constantly

NOTE: I use advanced sessions for this. Every time the clients all run at 63ms ping which was seen using stat net in the console, this stayed the same through all changes

Here’s a list of things that I remember having tried

  • Increasing the player blueprints update frequency
  • Checking replicate movement on the player blueprint
  • Replicating all the components including the movement
  • Running the movement on the server and multicast
  • Creating my own movement by manually moving the actors location and such
  • Using both EOS & SteamOS
  • Changing engine versions between 4.26, 5.1, and 5.2
  • Increasing tick rates
  • Using different friends as hosts with varied locations
  • Adding a section to the config that’s suppose to increase net tick rates
  • More that I can’t remember

It’s not just the player though. I setup a level with just a bunch of cubes with physics enabled and are set to replicate movement that would get an upward impulse randomly which was run on all clients (multicast) from the server. All the cubes would jitter occasionally as well as teleport at times. This also happened with just normal meshes dragged into the level with simulate physics on and replicate movement checked when they were moved.

As for the most basic setup I’ve tried, it was quite literally just the input action event for the directional input and camera input (vector with add movement input on it and the player set to replicate movement. Which you can see attached below.

Maybe I’m missing a step here, but isn’t add movement input networked by default when you check replicate movement? Even still, I ran it through a server event which called a multicast event, which then added the movement input and that still had jitter. All PCs used to test this are high spec and the lowest network speeds used are around 500mbps download and 30mbps upload.