In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not.
With high packet loss, desynchronisation can and will still occur in both approaches.
Licensee Steps:
In Lyra's L_ShooterGym
If a correction happens during or right after the dash is finished (dash by hitting the shift key while moving), the player will be teleported forward then backward.
My repro steps (Packet Loss, so animation root motion can also be affected):
In Lyra ShooterGym:
In both cases, the root motion driven animation montage is affected less by the packet loss/forced adjustment. The synchronisation at the end of the root motion source (AbilityTask_ApplyRootMotionConstantForce) approach is most noticable in the Licensee's steps, but can occur without forced adjustment.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-206616 in the post.
3 |
Component | UE - Gameplay |
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Affects Versions | 5.3.2 |
Target Fix | 5.6 |
Created | Feb 13, 2024 |
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Updated | Sep 25, 2024 |