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Okay so I got it half-working, here are two major footguns worth noting: 1. Avoid setting network ownership unless you intend to turn off prediction. 2. If you are running code on the server and client, make sure they run at the same StepFrequency (Hz60 seems good)
11,936 views • 2 months ago •via X (Twitter)
8 Comments

Yeah you gotta watch bindToSim it’s caught me out a couple times too

the only issue with this is that high ping players cant play

uhm, I don't know if this is in any way the right place to report a bug, but while playing the stalker 2 I found a player looking like this. They don't see it on their own gameplay so it might be client sided

Movement seems quite jittery, and its examples like this that make me averse to trying out server-authority. Do you think it’s due to you still figuring out the implementation, or is it just always messy with character movement?

anyone up for playing the stalker 2 right now?

Add a stalker chance system, please.

You don't need network ownership for turning off prediction an engine method exists to accomplish just that.

alright alright, I see the potential what's wrong with the ladder though? 😭
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