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Custom time dilation multiplayer replication

I'm using a custom dilation in our multiplayer project to slow players and their projectiles. I'm running the effect via the Server and everything appears to work fine apart from one issue which I'm not sure how to resolve.

The player movement and projectiles are consistently slowed down to the desired speed, however the players animations, when viewed from another client (unless they are the server), appear to have the affect stacked. So instead of a 50% reduction in animation speed, they get a 75% reduction.

Any ideas how to solve this would be greatly appreciated.

Product Version: UE 4.11
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asked May 12 '16 at 08:33 PM in Blueprint Scripting

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Dokukai
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2 answers: sort voted first

Doubt this applies to anyone else, but I thought I would post my solution to the problem.

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answered May 12 '16 at 09:54 PM

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Dokukai
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Hello man, could you please post whole blueprint how do you using nodes? I have almost same problems too... https://forums.unrealengine.com/showthread.php?110550-TIME-DILATION-strange-multiplayer-issue

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answered May 13 '16 at 06:42 AM

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Name368
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avatar image Dokukai May 13 '16 at 08:44 AM

Here you go, seems like I'm using it in a similar situation to you by triggering on a spheres overlap. I then catch whether the overlapped actors are characters and treat them differently from other actors.

The set anim dilation node is just a replicated float used by the character to alter the duration of any animation montages, as these don't seem to get affected by the time dilation.

Hope it helps!

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avatar image Name368 May 15 '16 at 02:50 PM

Hi, thanks for answer. Unfortunately i tried this too with everything but im getting still bad results... one is that client camera is shaking when i enter into field and second is that server himself see animations like 2x slowed... (but client see his animations in right speed)... im done im cursing this multiplayer

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