Bug: Chase Variable Network Desync

It looks like the chase variable functions do not have network synchronization. Can this be fixed in a way that still ensures a smooth result? Like integrating the network error on the client side smoothly over time.

This issue becomes specifically apparent when the destination of a chase is a player position/eye position and the player in question is moving around randomly/turning a lot. My assumption is that due to latency and interpolation the client side player vectors can differ significantly enough to quickly mess up the chase variable functions that use them as their destination.

One workaround to this right now is modifying the variable (even without changing it, like +0 or *1) through an action or re-calling chase in a loop. But this introduces stutter on the client which is bad if there is a visual element attached to the variable.

it’ll help alot if you use Update Every Frame([target position]) but yeah other than that its just client ping (however keep in mind there is such a thing as server-only data, like for example payload_position if you ever try to use it with a clientsided thing, it’ll always output Vec(0, 0, 0))

Thank you for your reply. Do you know if Update Every Frame will affect the server evaluation too or is it just client? I‘ve read about position/eye pos only getting updated at 12.5 Hz when used without Update Every Frame, though it wasn’t clear if this differs between client and server.

If Update Every Frame affects the server, then I would have to avoid using it for this use case, because it would change the gameplay.

I gave it a quick test and didn’t notice a gameplay change yet. I can’t test the desync alone reliably though, I’ll test that later when I have an opportunity.

Edit: Network desync still happens in the same manner.