Animation Montage not playing on the client

Hi All

I’m doing a multiplayer shooter game. I’m having a problem in playing my Animation Montage. The Animation montage is not playing in the client side. In the server side if I press a button for suicide in the server side the death Animation montage is playing properly even if I press from the client if I press button the suicide death Animation montage for client is playing in the server side. But in the Client Side if I press button the death Animation montage is not playing on both sides. I’ll show my code also please check if I did any mistake.

In the characer.h file code:

public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = “DeathAnimation”)
class UAnimMontage *DeathMontage;

void OnDeath();

protected:
UFUNCTION(reliable, Server, WithValidation)
void ServerOnDeath();

Character.cpp code:

void APamajCharacter::OnDeath()
{
if (DeathMontage)
{
if (Role < ROLE_Authority)
{
ServerOnDeath();
}
else
{
float AnimTime = PlayAnimMontage(DeathMontage);
}
}

GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Cyan, "OnDeathFn is called");

}

void APamajCharacter::ServerOnDeath_Implementation()
{
OnDeath();
}

bool APamajCharacter::ServerOnDeath_Validate()
{
return true;
}

Thanks&Regards
Programmer

So, you fighting against animation replication about two weeks?)

too bad i can’t help you to handle it via c++ :frowning:

Anyway thanks for the comment

Hi All I’ve been trying to replicate my character Animation montage in c++ but still I’m failing can anyone help me with this issue.