
Descrição
ButterNet Movement Sync replicates pawn movement as compact push-model state rather than per-tick RPCs. A pawn that hasn't moved sends nothing at all, and clients interpolate between the poses that do arrive, so movement reads as a smooth motion instead of jitter.
Drop the actor component on a pawn and it starts itself from BeginPlay. There is no subclassing, no character movement rewrite, no change to how pawns move on the server, and no c++ required. Turn off replicate movement and let ButterNet take the wheel!
Send rate, movement thresholds, per-axis channels, smoothing delay and extrapolation limits are all exposed, so you can tune against your own world rather than the benchmark. Pawns replicate individually by default; an optional batched mode publishes them into one shared container per region, for maps where pawns cluster tightly.







