Description

A licensee is reporting a sim proxy is playing a networked anim montage with root motion, that the rotation changes will fight between what's produced in ::SimulateRootMotion and ::SmoothClientPosition

There is a workaround by skipping smoothing when a networked RM montage is active, but I'm wondering if there's a less aggressive solution. Especially considering cases where: 
1) the montage is starting or ending (i.e. possible abrupt transitions between smoothing being active or not
2) sim proxy receives a replicated state during the middle of montage playback

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-199251 in the post.

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ComponentUE - Gameplay - Player Movement
Affects Versions5.3
CreatedOct 30, 2023
UpdatedFeb 13, 2024