Wrong replicated physics

This is a problem in all version even in the new one I think. Time ago made a sample using the example one of the guys from Epic Games made A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums if you make it for multiplayer all work good until you grab the object in the air and don’t move it, then in the other clients the object fall to the ground, the the reality is you keep with the object in the same location in the air, and when you back to move it, the objectin the clients teleport to the new location, and if yous top the same, the object fall…

Hey Hevedy,

Physics simulation is not typically consistent between client and server because it is exactly that, a simulation. For example, say you had a character who, when they died, became a ragdoll. If one character ran into the ragdoll and dragged it around, you wouldn’t want that to be replicated to the client because you’d want the client to be able to separately interact with that same ragdoll on their end.

If you have a video of the issue occurring, that would be great so I can take a closer look at what you’re seeing, but from your explanation this does not sound like a bug to me. However, if you provide the video and I notice odd behavior, I’ll be glad to continue investigating.

Have a great day

But I said the actor is set as replicated, and the physics are begin simulated in the server, not per client. But sorry can’y provide a sample or a video about that right now.

Check that your actor is set to Replicate Movement, and that the event that you are using to pick up your object is also set to replicate, otherwise the behavior will not be replicated across the other clients.

I already told you is set as replicate and movement replicated, that is why all see where is, but when is not moving in the air, fall in the clients, that is the problem since the start…

Try multicasting the attachment of the physics mesh to the character mesh. You haven’t mentioned what sort of event you’re using so if you can provide some screenshots of your setup that would be helpful.

This sounds like the Server has stopped moving the objects, so it is no longer sending out replicated position / velocity updates on the client. This is intended behaviour though.

You will also find that if a client-only object collides with one of your physics actors, the clients simulation will simulate the effects of the collision but the server will not, resulting in further desyncs. The only way around this really is to send out a multicast RPC on tick that forces the positions to match the server.

With lag and packet loss though, you will undoubtably see snapping.