#Packet Loss and NetworkVariables
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For more context, I have an integer network variable that is either 1 or 2 which defines what weapon slot is equipped, but I'm seeing some players report that an enemy's weapon isn't correct when they have a ton of packet loss, but on the server the weapon is correct
No. It will keep retrying until the client acknowledges the sync
You'll need to figure out of the network variable is incorrect or if the enemy is just displaying the wrong weapon.
Ok thank you, I figured it was my fault
If you are using the network variable OnValueChange event, then it could be a timing issue. On spawn the values will be up to date but the change event doesn't fire.
yeah I'm calling the onchangeevent manually on late joining clients in OnNetworkSpawn, but this is hard to reproduce unfortunately. I'll try to use the network simulator to see if maybe high jitter is the cause