AI agent movement desync upon client rejoining

Sem

New member
Hello, we were trying to implement respawning the player again back to the room if they got disconnected. But we are having this weird problem where the AI agent on the respawned player perspective seems to move differently than the one from the master client. Any ideas what might cause it?
 
What logic is running your AI agent? Does the demo scene work?
We have the usual opsive & opsive-pun components but also included Ultimate Character Locomotion, Deathmatch Agent, Behavior Tree for the AI during the gameplay
 
Does the demo scene work correctly? The Deathmatch AI Kit isn't designed for multiplayer so that may be related. Make sure you are only running the behavior tree on the master client. That way only the transforms are synced
 
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