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Optimize ticking of Dead Reckoning, fix clamping when ApplyToOwner is set #11

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fjacomme
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@QLaVell
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QLaVell commented Aug 14, 2023

Thank you for your pull request. Deciding which tick to do dead reckoning on was a conversation that we had with an engineer at Epic Games so we are going to leave that as is for now. However, your second commit "Make ApplyToOwner work with clamping" works for us and we'll be able to include that one.

@fjacomme
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fjacomme commented Aug 16, 2023

Then I need to investigate some more, because I cannot have dead reckoning work without stuttering if I apply the position from C++.
It is possible that applying from the blueprint event is not done from the same tick, and that it hides any race condition
between new position and dead reckoning.

Do you remember the rationale for manually ticking from the manager instead of using the default component tick ?

@jhuggins0214
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jhuggins0214 commented Aug 17, 2023

It's been a while since we had the conversation with them, but if we remember right they were basically saying that it would be more expensive to have each entity handle its own dead reckoning tick.

When you experience the stutter with dead reckoning, is it a performance based stutter or an entity position based stutter? If its an entity position stutter, what settings on the DIS Receive Component do you have enabled for the DIS entity that is stuttering? We're trying to replicate it on our end to help look into the issue.

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3 participants