"What if" Response

To update the location of the cube on the client only, I went to AMovingPlatform::Tick and changed HasAuthority() to !HasAuthority().

  1. What happens?

i. Visually:
On the client, the cube/platform moves.
On the server, the cube/platform remains in the same position.

ii. When moving the pawn to the initial location of the cube/platform:
On both the client and the server, the pawn CANNOT go to the initial location of the cube/platform.

iii. When moving the pawn to a “future” location of the cube/platform.
On the client, the pawn can move through the space, but with a delay.
On the server, the pawn can move through the space without delay.

  1. Can you explain the phenomenon?

For me, the phenomenon is the delay on the client when moving through a future location of the cube/platform.

A player sends input to the client. The client takes the input and does two things:
i. update its own state (it blocks the player)
ii. sends the input to the server

The server updates its state and then sends the updated state to the client (thereby moving the pawn into the cube).

Edit: After I posted my reply, I continued watching the video and saw the trick that Sam did with standing on the platform. That is an interesting phenomenon. I had not tested the “standing on” scenario.

1 Like

It’s definitely interesting to see it happen. That’s a good description of what happens.

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