When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647).
The user has tracked the problem down to AngDiff being negative in FPhysicsReplication::ApplyRigidBodyState and has submitted a pull request addressing the fix: [Link Removed]
This was reported and tested in 4.22.2 (CL-6574378) and reproduced in Main 4.23 (CL-6617738)
Results: After moving for about 4 seconds on the server, the client actor starts moving too
Expected: The client's actor should follow the server actor immediately
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75150 in the post.
5 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.23, 4.22.2 |
Target Fix | 4.23 |
Fix Commit | 6956333 |
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Created | May 24, 2019 |
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Resolved | Jun 12, 2019 |
Updated | Jul 9, 2019 |