Looking at the code, it seems zeds force a net update/resync when they do a special move/attack.
This is likely the cause of at least 2 very annoying common gameplay affecting issues in online play.
1. Zeds teleport just as they attack:
https://youtu.be/HHYYb6MxUhE
https://youtu.be/tJpHxVNmUoU
All zeds do this when playing online/multiplayer, even when connected alone to a dedicated server hosted on the same machine.
2. Husk fireball desync:
https://youtu.be/wlP69cEgc44
In this example the gorefiend is ahead of where it looks, so the fireball misses serverside but hits it clientside since the fireball attack is forcibly synced but the walking of the gorefiend isn't.
This happens most commonly when a husk shoots through a crowd, but this is the simplest example I've managed to capture.
I don't know what causes the zeds location to be out of sync in the first place, but as it happens even on a locally hosted server it's obviously not network connection related.
For reference, these exact same issues seem to be present in other unreal engine games. For example, in Fortnite which uses UE4, the zombies currently warp forwards/resync when they get under your crosshairs.
(While I'm at it - why is bloat bile spawned by AI not removed from the projectiles list when it's destroyed such as by end of wave cleanup?)
This is likely the cause of at least 2 very annoying common gameplay affecting issues in online play.
1. Zeds teleport just as they attack:
https://youtu.be/HHYYb6MxUhE
https://youtu.be/tJpHxVNmUoU
All zeds do this when playing online/multiplayer, even when connected alone to a dedicated server hosted on the same machine.
2. Husk fireball desync:
https://youtu.be/wlP69cEgc44
In this example the gorefiend is ahead of where it looks, so the fireball misses serverside but hits it clientside since the fireball attack is forcibly synced but the walking of the gorefiend isn't.
This happens most commonly when a husk shoots through a crowd, but this is the simplest example I've managed to capture.
I don't know what causes the zeds location to be out of sync in the first place, but as it happens even on a locally hosted server it's obviously not network connection related.
For reference, these exact same issues seem to be present in other unreal engine games. For example, in Fortnite which uses UE4, the zombies currently warp forwards/resync when they get under your crosshairs.
(While I'm at it - why is bloat bile spawned by AI not removed from the projectiles list when it's destroyed such as by end of wave cleanup?)
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