Multiplayer Animations being mirrored

So I’m having an issue guys,
I currently have a project set up with the thirdpersoncharacter, and I want to have a swim animation. I have all the animations in place in the anim_bp linked up with a bool variable that activates when the character movement is in “IsSwimming”.

It works perfectly in single player, but when I move into multiplayer, both characters will start to swim when one player enters water. I have a feeling this is something to do with the playercharacter, but I’m stuck here. I’ve tried doing a similar thing with a reload animation, but just can’t figure out how to make an animation unique to the player.

Anyone able to provide some help here? Maybe a tutorial on how to properly make multiplayer friendly animation blueprints or something?

I can provide screenshots if needed…

It could be because you are using a cast, so it casts to both characters.

In the AnimBP are you referencing player 0 at all? If so this is the reason your anims are mirroring

I found it’s due to the cast to the character in the water blueprint (I’m using the swimmable water asset on the marketplace), any idea how I can fix this? I’m outta ideas…

Can you post a screenshot?

Currently Attempting the exact same thing, also with the same issue. All replication so far has went so smooth, but this time it has been hard as it is an actor in the map using an overlap event, It’s not completely the cast to your character that’s the issue it’s also the fact that the overlap event fires for each client and the fact that each client owns there ‘own version’ of the actor. The whole thing has to change a lot and the overlap event must only trigger an event on the server, then the server will have to do everything on the overlapping pawn.
Anyways not much more to add YET except I am working on it :wink:

Have you tried moving the triggered event to just the player controller that triggered it? That may help isolate the event setting whatever condition you are setting…without seeing exactly how it is setup I would start to narrow down how to isolate it piece by piece.

Here is a tutorial video for replication of instant swimmable water. The real reason the asset “mirrors animations and sfx” is because he used the get physics volume node which returns the world default physics volume if your not in a physics volume. It would be great if you could add physics volumes to an actor class BP. Clients are all in the servers default physics volume or the settings are replicated from server not positive which. Therefore when it sets the default physics volume’s boolean variable “water volume” to true on server, everyone is now in a water volume. There is many other reasons this asset wasn’t mp ready but I feel this was the main reason it was mirroring animations.