Bug speed animation movement

I modified script using rpc “topdown controller” to make it work in multiplayer mode with a dedicated server , but faced with a motion tween on client character for himself. In active client character walks and runs in an inactive client .
bp move - YouTube How to fix it?

Hey ,

I usually don’t jump to 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 link.

Thanks,

Hey ,

I was just messing around in your project and made “speed” variable in AnimBP Replicated and it seems to fix issue you’re having. I don’t have a ton of experience with replication, so if this isn’t 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 value of “speed” variable for all instances of BP in game at same time and freaking out as a result.

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 active window character runs , server replicates animation to all clients except active

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 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 server, and there is some delay between server and client. General movement like this is not intended to be performed over 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 navmesh.

I can not understand this causes a delay between client and server, in theory it is minimal, Because my model is correct with client, I will send coordinates to server, processes them and mix character on client only played movement. If bear movement of character on 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, navigation system ue4 quite good for this. I’ll look for other options to solve their problems.