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Smooth Sync: Sync your Transforms Smoothly across the network

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  • replied
    hard_code
    Ah. Good to know it's an Unreal issue and not a Smooth Sync issue. Thanks for letting me know.

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  • replied
    Originally posted by fuestrine View Post
    hard_code
    I'm not getting this issue unfortunately. I'd try deleting Smooth Sync and then getting it again from the Marketplace maybe. Let me know how it goes.
    fuestrine thanks for the reply. Looks like its actually a universal problem with all plugins so Ill do the workaround or wait for a fix.

    https://issues.unrealengine.com/issue/UE-95865

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  • replied
    hard_code
    I'm not getting this issue unfortunately. I'd try deleting Smooth Sync and then getting it again from the Marketplace maybe. Let me know how it goes.

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  • replied
    Does anyone know how to fix this error after upgrade to 4.25.2 from 4.25.1

    error : Expecting to find a type to be declared in a module rules named 'SmoothSyncPlugin' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

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  • replied
    EverettDMG
    Hmm. Nothing really pops out at me. It seems like you tried a lot of what I would have tried.

    One current issue I have is being unable to sync a second player in split screen as described by the second question down on the questions page here: https://www.unrealengine.com/marketp...sync/questions

    I'll have to read this again tomorrow when I'm less tired and see if anything pops out at me. Otherwise I may have to just have you send me your project or see if it can be recreated using one of the templates.

    I'll respond again tomorrow after I get a night's rest and read it again.

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  • replied
    Bought this, been trying everything to get it to work. Every single assortment of combinations of network logic I can think of , and I can't seem to figure it out! I am trying to sync a VR camera and motion controller from the CLIENT to the SERVER (client-authority over the objects), and then send all of that information to the other clients connected. Originally, I used my own RPCs but it seemed they were too insanely slow and choppy (thanks Unreal). I had a smoothing algorithm implemented to combat this, but this looked like a good solution with more hours already put into it.

    I have added in the components to my pawn, and set them to sync with the "Set Scene Component to Sync." I also made sure that my pawn was being locally controlled, and I even tried setting the owner of the pawn to be the player controller, both client-sided and server-sided. I tried all of this from looking at what you were doing with your C++ code.

    Nothing is happening! The motion controller component is not updating on the server, nor is the VR camera I have the components set to sync. Both of the objects are replicated, and the actor, although I have also tried it with replication turned off for the components. There is no movement replication enabled.

    I also tried setting the owner a few different ways, as well as clearing the buffer and not.

    Do you have any ideas? Please feel free to PM me, or Discord works as well. Maybe I'm missing something, but the only thing I can do after this is start chocking up the C++ full of print functions and seeing where it's going wrong.

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  • replied
    Fjordhoj
    You can PM it to me here.

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  • replied
    Sure. Where should i send it to?

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  • replied
    Fjordhoj
    Can you send me the project? I'm not really sure how to set it up like you have it set up. I'm not too familiar with blueprints.

    It doesn't seem to work with me with your setup for the second player with or without Smooth Sync.
    Last edited by fuestrine; 07-12-2020, 11:26 PM.

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  • replied
    Any results yet?

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  • replied
    Fjordhoj
    OK. I'll take a look and see what I can find.

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  • replied
    The "Top Down" template does not work out of the box with SmoothSync, as the other ones does. Tested "Top Down" and the Roller Ball. RollerBall worked as it should, Top Down didn't.

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  • replied
    Fjordhoj
    I would confirm that the owner is set with GetOwner(). My best guess is that maybe you set the owner of an Actor but you are trying to move your Controller instead. Let me know how it goes.

    If there's an Unreal Template that does what you are trying to do, let me know and I can take a look at that and see if Smooth Sync has any unexpected issues. But I think the above is probably your issue.

    Let me know how it goes.
    Last edited by fuestrine; 07-02-2020, 06:03 PM.

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  • replied

    Tried several ways. Different ways of spawning, assigning controllers, various assingment of moving (Server, multicast)
    Nothing seems to work when using AI movement, and can't get the client to do anything.
    When i enable movement replication on the BP, and remove SmoothSync, the client moves as desired again, but with lagging.

    Click image for larger version  Name:	Udklip.PNG Views:	0 Size:	47.3 KB ID:	1783622‚Äč

    This is the movement on the character called from the controller.
    Last edited by Fjordhoj; 07-02-2020, 05:48 PM.

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  • replied
    Fjordhoj
    Yes, SetOwner is what you want. You'll most likely want to pass in the most parent actor of the actor you are trying to sync across the network.

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