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wilberolive avatar wilberolive commented on August 23, 2024

I've noticed this as well. When playing as a listen server, I find that is consistently happens with the client player, but not really with the server player. Especially in first person mode where it uses rotate in place instead of turn in place. The client does rotate/turn far enough and will slide and the rotate/turn in place animations will need to play multiple times to catch up. I could be wrong, but it almost feels like the character is not rotating fast/far enough to keep up with the animation.

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Cesio137 avatar Cesio137 commented on August 23, 2024

@MartianDays I managed to reproduce the problem, but I could not identify the source, if anyone wants to be willing to help I also thank you.

I need to know if this problem continues after the game build, if it continues this is a problem in the project itself, otherwise it may be a small problem in the synchronization of information from the engine itself

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MartianDays avatar MartianDays commented on August 23, 2024

I've noticed as well that remote clients will show your rotation correctly - however, your own rotation will not. This tells me that the problem likely exists in how the rotation replication is being handled.

I'm not a C++ expert so I can't really look into how you're replicating the variables, but it could be worth looking at where the replication begins and ends? For whatever event that's replicating rotation, is there a "is locally controlled" check after multicast? Typically, how I replicate is Client Set Own Vars > Replicate Vars To Server, then, Server Multicasts Vars > Checks Is Locally Controlled > Only Sets Vars If Locally Controlled Is False.

Maybe that'll help?

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Cesio137 avatar Cesio137 commented on August 23, 2024

@MartianDays I was debugging the variables and found the following

  1. Input movement amount and function can sprint, seem not to be perfectly synchronized, error of 0.01 or something like that, but this cannot be fixed since it is a latency problem to synchronize.

  2. The second problem I encountered was when setting the actor rotation when the movement is very sudden. This can be improved by replacing with variavies but performance can get worse.

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