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: UE-74897

This was reported and tested in 4.22.2 (CL-6574378) and reproduced in Main 4.23 (CL-6617738)

Steps to Reproduce
  1. Download and open the attached project
  2. Open NewMap in the attached project
  3. Play in selected viewport with 2 players
  4. Press "T" in the server viewport. A cone actor spawns.
  5. After 2 seconds, the actor starts tumbling and moving on the server

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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Affects Versions4.234.22.2
Target Fix4.23
Fix Commit6956333
CreatedMay 24, 2019
ResolvedJun 12, 2019
UpdatedJul 9, 2019