Chunk replication over network
Now that we have our sweet meshing algorithm, it's time to revisit an old problem: Network replication.
The following video should explain more of the issue I'm now running into more than a thousand words could, but I'll try to describe it anyway. The replicated player controller is not syncing properly between the server and client. This issue is particularly problematic with the small, convex holes created by our cubes. This causes a jittery jumpy mess. This issue is top priority, then. I'll get back to block placement and deletion later.
After digging around for a couple days, I found the following options available for custom character controllers inheriting from the BP class MordhauCharacter.
It will be a significant amount of tinkering, but perhaps one of the player controller replication settings can let me get rid of this issue once and for all.
The actual problem could be any number of things, so I'll keep a list of things I have tried that did not work, and the outcome.
Changing NetworkSmoothingMode from Exponential to Linear
This just accelerated the onset of the bad effects. No change.
Set Always Check Floor to false
Slightly different behavior. Can't jump always. Don't always land. Still jittery.
Setting NetProxyShrinkRadius from 0.01 to 0.2
Setting the box collider to be a static mesh instead of a movable (dynamic) mesh
There may be nothing I can do about this... other than to increase the size of the blocks a little bit so that the capsule collider and server prediction don't freak out any more.