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bug speed animation movement

I modified the script using rpc "topdown controller" to make it work in multiplayer mode with a dedicated server , but faced with a motion tween on the client character for himself. In the active client character walks and runs in an inactive client . http://youtu.be/Oas_AilsOzs How to fix it?

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asked Mar 15 '15 at 07:26 PM in Bug Reports

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redboxstudio
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avatar image Matt.Williams Mar 20 '15 at 07:50 PM

Hey redbox,

I usually don't jump to asking for this this quickly, but I might be able to help you out faster on this issue if you forward along a copy of your project. If you'd rather not post it publicly on here, you can upload it to dropbox, drive, etc and PM me the link.

Thanks, Matt W.

avatar image Matt.Williams Mar 24 '15 at 03:27 PM

Hey RedBox,

I was just messing around in your project and made the "speed" variable in the AnimBP Replicated and it seems to fix the issue you're having. I don't have a ton of experience with replication, so if this isn't the fix you're looking for, just let me know and I'll continue to look into it.

I think that it was trying to get the value of the "speed" variable for all instances of the BP in game at the same time and freaking out as a result.

-Matt W.

avatar image redboxstudio Mar 24 '15 at 04:59 PM

I set replication for variable speed animbp, but still in a controlled character window moves step. which is strange because I use a dedicated server and not the active window character runs , the server replicates the animation to all clients except the active

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Hi redboxstudio,

Currently, Client side pathfinding is not supported. I'm actually amazed you were able to get it to work even a little bit! There is a report in our system for this functionality (UE-12429), though the developers don't know how soon they'll be able to handle it. I'll post here when I see any update on it.

Your solution is probably not working properly because it's running everything through the server, and there is some delay between server and client. General movement like this is not intended to be performed over the network. For now, if you need to implement click-to-move functionality in a multiplayer game, you'll probably need to create a custom solution that doesn't use the navmesh.

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answered Mar 25 '15 at 04:00 PM

avatar image redboxstudio Mar 26 '15 at 11:09 AM

I can not understand this causes a delay between the client and server, in theory it is minimal, Because my model is correct with the client, I will send the coordinates to the server, processes them and mix the character on the client only played movement. If the bear movement of the character on the client, it is not true test, dishonest players will be able to intervene in this process. Network code ue4 goes too slow? There are many rts games in which this model works, the navigation system ue4 quite good for this. I'll look for other options to solve their problems.

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