Corrections while proning
primody opened this issue · 6 comments
If I clone down the package without modifying anything then go straight to 2 player listen server I see corrections on client while walking and proning.
I cannot reproduce this. I am unable to see any corrections despite simulating >200ms latency and with p.netshowcorrections 1
set. With 2 clients + 1 listen server, no one encounters any corrections while walking around in prone (even when coming in and out of prone). More detailed information is needed.
I am grabbing a video. What I do is hold down "W" to walk and then just spam "Z" to try and prone and stand as fast as possible.
2023-09-04.18-13-14.mp4
This is with 0 packet lag. I cloned this project, opened the ".uproject" file. Asked to build the projects and I selected yes. Then went straight into testing it. I am using UE Version 5.1.1
Thanks for the information. I have reproduced the issue and can confirm it exists. The issue is caused by the way I implemented the prone lock timer. Setting it to 0.0 to disable it "fixes" it in the meantime. I will fix this in the hopefully near future, feel free to bug me later if I forget.
Ah ok interesting. I will keep an eye out for any pushes. I am still learning right now so not sure if I would actually be able to use this but it is very interesting to compare to another approach someone did. Thanks!
Fixed in PredictedMovement version 1.0.2.0. Relevant commit: Vaei/PredictedMovement@647e098
Thanks for taking the time to report this :)
You can get the changes by using the instructions here: https://github.com/Vaei/PredictedMovementExample#updating-repo