Hey,
So in blue print, I did some Pawn Networking, and it was really smooth. My Root component was a box collision.
In CPP my root component is a static mesh.
The server does all the calculations and sends the transform to the owning client.
Since this is LAN I thought that there would be no lag or what ever.
So it appears client B on client A’s game has choppy movement, like choppy as in one frame he is there, one frame he isn’t.
Stupid enough, in my blue print project, Client B on Client A’s game is smoother.
Is it because of the box collision, or static mesh?
And yes, I have replicate is on.
In the Init function…(the pawn constructor)
if (Role == ROLE_Authority)
{
HoverCar->SetSimulatePhysics(true);
}
else
{
//we are the client, then set physics to false.
HoverCar->SetSimulatePhysics(false);
}
HoverCar->SetMobility(EComponentMobility::Movable);
HoverCar->SetIsReplicated(true);
bReplicates = true;
bReplicateMovement = true;
bAlwaysRelevant = true;
NetPriority = 15.0f;
bNetLoadOnClient = true;
Why does my blue print project show smoother results, compared to C++, do server games like BP projects better?