Hi, could I ask those of you who are using this method what results you are getting once the network lag is higher?
Maybe around 30ms one way, 60ms round trip?
I am currently using something close to thismethod but as soon as I start introducing packet lag my Client owned character starts to shake/jitter wildly.
Currently investigating and testing so not sure exactly why yet.
Does the above (c++) method from this thread work well with networking lag?
EDIT: I have a pretty decent working version now based around the Blueprints from the link in this email.
To remove the stutter I tried to add the COND_SkipOwner to my replicating tracking variables but for some reason this did not make any difference. So instead I tried to copy the locally controlled tracking variables into separate non-replicating variables and used them locally. This got rid of my strong shakes/judder and also I intend to use the new vars for lag compensation.