Listen Server Character Movement appears to have no Interpolation causing the character's movement to appear choppy ...
There's a bit of broken (or missing) logic in ACharacter that doesn't account for users having released the jump button. This is a well known issue, and there's even video's describing how users can ...
If client takes a long time to send a move to the server, the server erroneously ticks it for a large time without updating the client's timestamp, causing the server to move the client further than ...
Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...
Jumping off an object moved by a matinee that is stopped during movement will impart a velocity to the character, even though the object appears to be stopped. This is because ComponentVelocity is o ...
Unpossessing a character while the client has unacknowledged RPCs in flight can leave the client character in a different state than on the server. The example given was a crouch request on the clie ...
Some old NaN checks in character movement use checkf() which will crash, those should be ensures. Other code is inconsistent in using either ENABLE_NAN_DIAGNOSTIC (with side effects), and some users ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...