Smooth Sync

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Smooth Sync will Sync your transforms Smoothly across the network using Unreal's networking.

  • Supported Platforms
  • Supported Engine Versions
    4.18-4.20

Description


What Smooth Sync Does

Syncs transforms Smoothly across the network.

Owned Actors: Sends transform from owner to non-owner.

Unowned Actors: Sends transform from from server to clients.


Works with physics Actors and non-physics Actors. Dedicated and Listen servers.


Smooth Sync differs from Unreal's Replicate Movement in two key ways:

1) Using custom interpolation, you can set the lag compensation to your game's specific needs.

2) Allow clients to determine the position of any Actor. This removes the need for client side prediction for certain Actors.


Interpolation and Extrapolation 

Performs interpolation and extrapolation to compensate for lag. 


Highly Configurable 

Choose what to send and when to send it. Optionally compress floats to reduce bandwidth. Customizable interpolation and extrapolation settings depending on your game's needs. 


Source Code 

The full source code is provided so you can see everything with detailed comments. 


Professional Support 

We have a consistent record of prompt and effective support. Contact us via email or forums any time and we will work with you to resolve any issue. 


We are game developers too so we know how important it is to have working products and to put out fixes fast.

Technical Details


Features:

  •  Interpolation and Extrapolation
  •  Sends the transforms of objects across the network.
  • Optional float compression.

Code Modules:

  •  SmoothSyncPlugin (RunTime)

Number of Blueprints: 0

Number of C++ Classes: 2

Network Replicated: Yes

Supported Development Platforms: Win64, Win32, Linux, Mac, Android, HTML5

Supported Target Build Platforms: Win64, Win32, Linux, Mac, Android, HTML5

Documentation: http://noblewhale.com/smoothsyncunreal

Forums: https://forums.unrealengine.com/unreal-engine/marketplace/1492482-smooth-sync-sync-your-transforms-smoothly-across-the-network

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