Description

Problem

Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input.

Initial Thoughts

It looks like there's a logic problem for maintenance of the JumpCurrentCount, where it permanently becomes 1 on the client.  Once this happens, the client will no longer jump.

Dev notes: I would suspect there's a timing issue during corrections between UpdateFromCompressedFlags and OnMovementModeChanged.  

UpdateFromCompressedFlags restores the state of "bJumpPressed", and OnMovementModeChanged is supposed to Reset the jump-related state of the Character. But it does not if bJumpPressed is on. 

Steps to Reproduce

This can be done in Lyra:

  • Enable network emulation in Advanced Play settings
  • Choose average or bad networking conditions for everyone (the worse the conditions, the easier it seems to repro)
  • PIE as a client
  • Spam the jump button
  • Observe that eventually your character will no longer respond to jump input

 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202206 in the post.

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Unresolved
ComponentUE - Gameplay - Player Movement
Affects Versions5.45.35.5
Target Fix5.6
CreatedDec 8, 2023
UpdatedFeb 10, 2025
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