Description

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. 

Steps to Reproduce

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. 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201287 in the post.

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Fixed
ComponentUE - Gameplay - Player Movement
Affects Versions5.05.15.25.3
Target Fix5.4
Fix Commit29980745
Main Commit29980798
CreatedNov 27, 2023
ResolvedNov 30, 2023
UpdatedDec 19, 2023