UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate)

This option bNetworkSkipProxyPredictionOnNetUpdate is the culprit - or rather, it is disabled by default and enabling it makes it work as intended. When the option isn't enabled the issue occurs.

This was reported and tested in 4.22.1 (CL-6063286). This was reproduced in 4.21.2 (CL-4753647) and Main 4.23 (CL-6449940).

Steps to Reproduce
  1. Open the UE4 Editor and create a Third Person project
  2. Open the ThirdPersonCharacter BP, click on its Mesh component, and set the Anim Class to none
  3. In the Play In Editor options enable "Use Dedicated Server" and set Player Count to 2
  4. Make sure you can see both player's windows at once
  5. Move for a second then stop moving while looking at the other player's screen.

Results: Simulated proxies slide a bit after they stop moving

Expected: Simulated proxies stop where they are after they stop moving

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Won't Fix
CreatedMay 15, 2019
ResolvedAug 27, 2021
UpdatedAug 27, 2021
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