Open noblewhale opened 4 years ago
Replied on store page with: I'll try and replicate your situation and see if I get the same jittery results. In the meantime you may want to try lowering your send rate a bit or lowering easing to smooth things out a bit.
Also if the balls are owned by a client and not the server make sure are applying the impulse on that owning client. The built in movement replication has the server control things by default but with Smooth Sync it is controlled directly by the owner.
I'm trying the plugin out and it seems I'm using it incorrectly. I create a few balls on an empty scene and apply an impulse to a ball to see how the replication works. However, the client sees the movement very-very jittery. Replicate movement is disabled. My setup: A small level with 4 walls, ceiling, floor and lighting; 19 balls that inherits AActor, each has a static mesh component of a sphere and a smooth sync component with default params, replication is enabled, replicateMovement is disabled. I call ApplyImpulse on a ball to see what happens and see very laggy movement. What can be wrong?