How to replicate animations using Blueprint?

We are making a 3D snowball fight multiplayer game with 3rd person camera. To replicate animations, I took reference from this tutarial, Tutorial youtube link, but it is not working. The only thing working is the forward movement animation replication. Strafe, backwards and other animations are not working. Can anyone point me to the right tutorial or guide me through the process of replicating the animations?

You need to make sure that whatever Variables that drive the animation are replicated properly, iE the strafe direction value if you dont set it to replicate the other clients will only have it at 0 constantly therfore only a forward animation will play, go over your code and check all variables that are used to drive animation would be the first step

networking replication has to be handcrafted on every single thing each player does. dont take it for granted, if ue4 replicates some stuff by default (like movement) its just a plus. if you want to each client see what others are. doing you have to send the server the source pawn reference and server execute a multicast with that pawn and apply whatever logic you need it to do, that way everyone knows and sees it on their screen

Thanks, I am going to implement it today and will post the results here.

Thanks, I am going to implement it today, and I will post the results here.

Ok, I fixed problem. I found there is no way for server to get axis value from clients, so I just made settingthe booleans related to those animations run on server. And picture is my solution. Thank you again

Ok, I fixed problem. I found there is no way for server to get axis value from clients, so I just made setting the booleans related to those animations run on server. And picture is my solution. Thank you again

the server cant get axis values just like that but you can send the server the value through a custom event. if you want the value to be replicated to everyone, you need to set it to replicate (on the client) and assign the value using the server (you could send the player character reference, cast it and assign). you are going to need axis replication if you want the other players to see when they aim using animOffset, else, they are gonna aim up and nobody will see it. i suggest you to keep looking into this, cause you will need it on the future.

Thank you very much

Ok so if the input axis cannot be replicated across the server how do you tell the animation to play?
For example if I create booleans for Forward, Backward, Left and Right in my anim bp, I can set those to replicate but how do I use them to trigger the animations? That’s the part I’m not understanding