If a player possesses a moving NPP-simulated pawn, there is some kind of logic problem where a reconciliation immediately is triggered, and resimulations keep streaming for a long time.
This problem does not occur if the newly-possessed pawn is not moving during the handoff, likely due to the state buffer matching on all frames so no reconciliation is needed, regardless of frame math errors.
Use TestMap in NetworkPredictionExamples
Add a NetworkPredictionExtras_FlyingPawn_MockAbililty as an actor into the map
Make the pawn automatically move by setting its "Input Preset" to "Forward" from the Details panel
Add a mechanism that allows a client player to unpossess its current pawn and possess the actor you placed. This could be via input, trigger volume, etc.
Play in PIE as a client
Trigger the possession change while the placed pawn is moving forward
Observe a stream of resimulations caused by an immediate reconciliation.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202651 in the post.
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Component | UE - Gameplay - Network Prediction |
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Affects Versions | 5.3 |
Created | Dec 14, 2023 |
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Updated | Feb 13, 2024 |