It's possible for the server to send a client's character a movement correction with the wrong movement mode.
This can occur if a project has client adjustment throttling settings enabled:
NetworkMinTimeBetweenClientAdjustments
NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
The adjustment is temporarily delayed. By the time it's OK to send the adjustment, more moves have been processed and the character is now in a different mode. The corrected mode is overwritten by the current mode.
Reported by a licensee:
[Link Removed]
I've verified this can occur sometimes in the Lyra project, by thrashing movement input while falling onto the ground.
I was only able to tell that this was occurring sometimes with conditional breakpoints, in Lyra using Average/Bad network emulation and thrashing the controller direction while falling onto the ground.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201287 in the post.
0 |
Fix Commit | 29980745 |
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Main Commit | 29980798 |
Created | Nov 27, 2023 |
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Resolved | Nov 30, 2023 |
Updated | Dec 19, 2023 |