Hi there, I seem to have encountered a strange situation when running a networking test in UE4.
I have set up a quick demo which shows a platform rotating and a character sitting on top of it. The character on the platform is the client.
At less than 35 FPS, the platform rotates smoothly, as expected:
However, once the frame rate exceeds this number, the jitter appears:
The platform is rotating via a RotatingMovement component in the blueprint and is set to replicate.
Has anyone else experienced this issue? Any feedback would be greatly appreciated.
Did you get it to work yet?
I’m no expert in this field however I would research either delta seconds or physics sub-stepping. That’s the only thing I have come across that usually affects moving objects when frame rate changes.
If you enable sub-stepping you may have to rework all of your physics values although I think your problem is delta time.