Disable Back Replication correction Character Movement

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I have tried in every way to get the server to not fix the server location for the client. I want only the client to share the location with the server, I’ve tried all the options of the character’s movement, but the gameplay is terrible with the owner character teleporting all the time.
 
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Try creating a function to call a Boolean variable from the character’s movement component look at the print.

7c97f2e007ad5b87ce34fccc98372f87d9071506.png
 
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I have tried in every way to get the server to not fix the server location for the client. I want only the client to share the location with the server, I’ve tried all the options of the character’s movement, but the gameplay is terrible with the owner character teleporting all the time.
As I told you, I don't know much about programming, but I'm sure you must find tons of information online, to fix the loalization bug because from what I understand, you just want the client to share the location, and instead what happens is who teleports himself corret?
 
ABOBA
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Judging by the twitching of the character and the lack of problems with pitch replication, the problem is somewhere in the calculations, which constantly give different results. It's impossible to figure out by eye in such a tangle, unless I advise you to rewrite thoughtfully from scratch, checking in action.:catshock:
 
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i hope you found someone help you cause i do not know well in programming
 
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need a lot of calculation and program enginer, hard to do
 
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I've made every effort to prevent the server from fixing the client's server location. I've tried every option for character mobility, but the gameplay is dreadful with the owner character teleporting constantly. I only want the client to communicate the location with the server.
 
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You have a problem, you need someone who specializes in programming to help you, hope someone can help you
 
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i hope you found someone help you cause i do not know well in programming
 
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i enjoyed reading these yet confused
 
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i hope you found someone help you cause i do not know well in programming
 
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need a lot of calculation and program engineer
 
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turn off your internet connection and on internet connection this problem will fix
 
Monke
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I can help if u still need pm me if so
 
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You have to rewrite the whole thing from scratch to fix that problem. and also create a function to call a Boolean variable from the character’s movement component
 
Sssshhhh
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It sounds like you are trying to implement client-side prediction for character movement in your game. Client-side prediction is a technique that allows clients to predict the movement of their character based on input, rather than waiting for the server to confirm the character's new location. This can help reduce latency and improve the responsiveness of the game.

There are a few steps you can take to implement client-side prediction in your game:

  1. Use the "Replicate Movement" option for your character's movement component. This will allow the client to predict the movement of the character based on input.
  2. Use "Interpolation" and "Smooth Client Correction" settings for your character's movement component. These options can help smooth out any discrepancies between the client's prediction and the server's actual position.
  3. Use a "Client Authority" actor component to give the client authority over the movement of their character. This can help prevent the server from overriding the client's prediction.
  4. Use a "Client Correction" actor component to send corrections from the server to the client. This can help ensure that the client's prediction stays in sync with the server's actual position.
 
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