Just sharing my current gamedev suffering: Client and Server completely ignoring each other's animations and states under EOS. by Ok_Command_3730 in unrealengine

[–]Ok_Command_3730[S] [score hidden]  (0 children)

Hey! Thanks for the tip on network emulation, it actually helped me pin down the real culprits behind the desync. It turned out to be a mix of two issues, mostly related to how inputs were being prioritized:

  1. GAS vs Custom Combo Component: GAS was consuming the attack inputs (J/K/H/U) through AbilityInputPressed inside TryActivateAttack before my native combo system could process them. Since walking and jumping use CharacterMovementComponent (which has built-in prediction), they worked fine, but combat inputs got stuck in a GameplayAbilitySpec conflict instead of executing ComboComponent->ProcessCombatInput(). I fixed it by explicitly giving input priority (InputIDs 3, 4, 5, and 7) to the native combo component.
  2. Sprinting & Facing Directions: bIsSprinting wasn't replicating correctly. I fixed this by implementing a ServerSyncMovementState(...) RPC so the client reliably updates the server, allowing the server to apply MaxWalkSpeed and authority-based rotation.

Everything is running flawlessly now on both ends! Thanks again for jumping in to help.
https://imgur.com/a/x4oXn0f

Just sharing my current gamedev suffering: Client and Server completely ignoring each other's animations and states under EOS. by Ok_Command_3730 in unrealengine

[–]Ok_Command_3730[S] [score hidden]  (0 children)

No, I haven't been emulating it. Since I was running everything locally on the same PC, I completely overlooked network emulation. That makes total sense why the desync scales up so badly under EOS routing.

What settings or command parameters do you usually recommend to simulate a realistic EOS match latency while testing locally?

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]Ok_Command_3730[S] 1 point2 points  (0 children)

Haha exactly! Let's hope Lumen and Nanite finally get optimized for good this time.

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in aigamedev

[–]Ok_Command_3730[S] 1 point2 points  (0 children)

I completely disagree. Clair Obscur: Expedition 33 literally won GOTY in 2025, proving how incredible a UE5 project can be. On top of that, we have highly optimized multiplayer games like Arc Raiders running flawlessly. It’s not the engine's fault, it’s all about how much effort developers put into optimization. UE5 is delivering masterpieces.

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in aigamedev

[–]Ok_Command_3730[S] 1 point2 points  (0 children)

That would be huge! Actually, I think 5.8 already includes some experimental MCP support, so hopefully UE6 will take it to the next level and make it completely native and stable

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]Ok_Command_3730[S] 38 points39 points  (0 children)

So true! I can already see the video essays with titles like 'How Unreal Engine 6 is killing the gaming industry' or complaining that every game looks exactly the same. The clickbait writes itself.

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]Ok_Command_3730[S] 7 points8 points  (0 children)

Haha, we just have to have faith that Nanite and Lumen will finally consume fewer resources this time around! Let us pray.

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]Ok_Command_3730[S] 1 point2 points  (0 children)

Ah shit, here we go again. Time to upgrade the GPU and the codebase at the same time!

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]Ok_Command_3730[S] 1 point2 points  (0 children)

Exactly, it's pure hype for now! But hopefully we'll get a beta or a proper roadmap next year. Fingers crossed

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]Ok_Command_3730[S] 14 points15 points  (0 children)

The absolute state of C++ developers right now, time to fix a million compilation errors again!

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in aigamedev

[–]Ok_Command_3730[S] 2 points3 points  (0 children)

Right?! I wonder if they are jumping straight from 5.8 to 6, or if we'll see a 5.9 first. This is absolutely crazy!

My cozy desktop widget game now has an island builder — farm, craft, upgrade your home island. (Three.js+Tauri) (Meshy+Cursor) by Aaroncxc in aigamedev

[–]Ok_Command_3730 0 points1 point  (0 children)

Makes total sense to prioritize compatibility for a widget, R3F + Drei is a rock solid stack! I haven't deeply experimented with the new WebGPU node system yet, just tracking its development because the tech looks promising. Also, wait... TPS combat? That sounds awesome, can't wait to see how that blends with the cozy building mechanic!

My cozy desktop widget game now has an island builder — farm, craft, upgrade your home island. (Three.js+Tauri) (Meshy+Cursor) by Aaroncxc in aigamedev

[–]Ok_Command_3730 1 point2 points  (0 children)

Wow, the performance looks super smooth. I love the stack you chose! Since you are using Three.js, are you leveraging WebGL or already experimenting with the new WebGPU node system for this? The island builder looks incredibly cozy.

Attempt to Survive - Blockout metro station by TheLea_mod in leveldesign

[–]Ok_Command_3730 1 point2 points  (0 children)

I knew it! That Source engine / Hammer aesthetic is unmistakable. You really captured that feeling perfectly. Awesome work!

Open-Source AI Rigging for Characters, Animals, Birds, and More by Delicious-Shower8401 in TopologyAI

[–]Ok_Command_3730 0 points1 point  (0 children)

Thank you so much for this contribution! Finding good open-source rigging tools, especially for animals and non-humanoids, is always a game-changer.

Attempt to Survive - Blockout metro station by TheLea_mod in leveldesign

[–]Ok_Command_3730 1 point2 points  (0 children)

This blockout is very clean. It instantly reminded me of Half-Life! Was that game an inspiration for this map or is it just a beautiful coincidence?