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Shaking tools #258
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Can you give more clean steps to reproduce this? What do you mean by "turn on the client"? |
Also please follow the issue template while opening issues. |
Sorry I didn't follow the template. You just need to start a clean project with any launch in client mode, you can standalone or editor. |
Ok, will try to replicate the issue and let you know about results. Are you on 4.26.2? |
Yes. |
i have facing this issue long time ago till now, i found that jitter come from turn in place, when i disable character rotation the jitter are gone |
Hi, I also experienced this one. I'll try to fill out the bug report template below: Description: Steps to reproduce the behavior:
Expected behavior Screenshots and Videos Additional context StutterWhenRotateAnimating.mp4 |
Try not to aim, then stuttering will be visible for both clients. |
And there is also such a bug, when the character turned around and only another client sees it, and for the first there was no turn and maybe vice versa. This mainly happens when you try to rotate a small angle and the rotation animation fires, but for someone it is not visible. |
I did also notice that, but that went away when going into 1st person view. However, I'm not sure the 2 issues are connected. So that should probably be created as a separate Issue with a proper description and screen recording. |
Yes you are right, I just decided to write it here, thinking that this way more attention of Doga will be drawn into the topic. |
I will try to include this fix in next (and probably final) release. Thanks for your help 👍🏻 |
After reviewing mentioned discord messages, I've found out some important parts for the fix is not enclosed in those messages, thus I'm not able to implement that fix for now. If more detailed information with code snippets is shared, I'll include them within next release. |
I'm not good at this, maybe the guy who gave the links to the discord of the message can help you. |
I found a simple "solution" to make it not shaking--- interplate
but it cause a problem : aming rotation is laggy on slimulated proxy(because it's lerpping). I am trying hard to find to root cause... And I found a difference between autonomous proxy and simulated proxy when it comes to aiming rotation. For autonomous proxy: For simulated proxy: Guys, any ideas about this? |
in order to get rid of the rotation noise from the build in system, I override UALSCharacterMovementComponent::SmoothCorrection to skip net correction BY DEFAULT, disable it with "Als.Debug.bSkipSmoothCorrection 0"
change RInterpConstantTo to RInterpTo to avoid overshot when interpolating rotation, convert original speed into GUESSING speed
to avoid overshot when interpolating rotation on ROLE_SimulatedProxy, only drive it with replicated actor rotation(the PreventMeshMove has side effect, so it's commented out)
DedicatedServer rotation is driven by client RPC now, because curve driven rotation is only available when VisibilityBasedAnimTickOption is set to AlwaysTickPoseAndRefreshBones(AFAIK), so we need a more general approach. (it's a naive approach but should be enough for debugging, for a formal solution see CallServerMovePacked, FCharacterNetworkMoveData)
Last weekend i tried to tackle this issue, but with no luck🥲. If anyone interested, cherry-pick these debugging commit in my fork to keep going. |
Run a clean project, turn on the client and start turning in different directions and looking at the weapon (pistol, rifle, bow), they will shake, and if you run the game as a server, there will be no shaking. Is this a bug?
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