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.
asked May 12 '16 at 08:33 PM in Blueprint Scripting
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
answered May 13 '16 at 06:42 AM
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