Mistermind wrote:Can you replicate the issue? (so I can try replicating it myself)
Dear Mistermind
I am developing a fighting game using UFE and believe I am experiencing the same issue as Osamamasood26 is. Did you ever find a solution for this as currently we cant trust the game to stay in sync. I can confirm for my project that I am using the animation maps (I have baked these anims to be certain and verified that the information has been created as it showed up in our GIT repo). Both computers are running exactly the same version of the game. Sometimes A game will go through without issue and others it will completely de-sync and both computers will be in different states. They do not however disconnect.
I have also tested this on two computers in the physical same room, still going out to the PUN2 server (EU region) and the problem does not seem to be as severe but can occasionally happen. I haven't been able to ascertain what is causing this although my suspicion is that it may be when there is a lag spike. There is a limit to what I can share due to confidentiality however I can share the network settings.
LAN Games (default settings)
Animation control (Force UFE animation Control checked)
Package options (16 bits, every frame , only send input changes checked)
Rollback Netcode (enable rollback checked, max fast forward 30,input buffer 360, spawn buffer size 30, rollback balance aggressive)
Frame delay type (fixed)
Default Frame Delay (3)
Desync action (disconnect)
Float desync threshold (0.001 but this is greyed out unless I enable the playback tool).
Any help will be very much appreciated as this unfortunately a game killing issue.