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:
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
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-75150 in the post.