Replicating animations, aim offset, and SetRelativeLocation
I know these kinds of questions might have been answered already, but I also have another problem that I haven't heard anything about. I'm doing everything on Blueprints, by the way. I'm doing my function replication somewhat by the book, when the crouch key is pressed, I trigger an event running on the server that executes the rest of the crouch logic (in the image), and a boolean is set. That boolean sets another boolean in the animation blueprint, which triggers the crouching animation. Now, the case is, when I go try out the animation in the editor (I set the player count to 2, with a dedicated server) the animation plays in the owning client, but it also plays in the other player character. And, in the other client, the animation does not play at all, on any mesh. Pic related, my crouching code.
The same thing's happening with the aim offset. The animation plays on both of the meshes in the client that looks up and down, but on the other client, nothing plays on both meshes. I need a method to separate animations per player, I thought the player index input in the Get Player Character function might do it, but it turns out it's for local multiplayer. I'm not too sure how to do this.
Then, I also have another weird problem with the SetRelativeLocation function. I use his function due to the fact that when the capsule half height is set, the player character dipped below the ground level, so I set the location when the player triggers the crouch event. All works fine and dandy on the server's side, but when crouching once, the movement is really shaky, and when uncrouching, and the player runs/walks backwards, the mesh gets its location set to the crouch location, and it switches to the standing one, intermittently. When moving forwards, sometimes it's fine, sometimes it does that. I'm especially clueless about this one.
asked Aug 02 '15 at 11:21 AM in Blueprint Scripting
Apparently I need an answer to this question to mark it as solved, not comments. Whatever, you can just read them above.
answered Aug 16 '15 at 12:39 PM
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