[Video] Player-Controlled Replicating Physics Movement, Simulating Physics!

Clients always receive updates about other clients after the Server has told them about it, but then so does character movement (non-physics) and there’s nothing you can do about that. The Server is also behind too.

The client-authoritative solution applies to the local client only, and it solves the problem of constant rubber-banding (being snapped back to a previous location each time you get a server update). All it means is that the client who posesses a pawn is in charge of where that pawn is, not the Server.

The problem with that of course, is that cheating is incredibly easy.

Hey @Rama! I see you are a genius when it comes to replication, maybe you can help me with a huge problem I am having: https://www.youtube.com/watch?v=OBLwERSx-B0&t=110s
BTW excuse my German accent. I really don’t know what to do, do I have to sync the network clock or can the new physics prediction code in 5.3 help, or can I use your system above? Thanks for any help in advance!
PS: currently I am trying to find a fix without smooth sync in a newer version