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. 

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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.

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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
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