[Closed] What's the right way to play a montage over the network from a BTTask?
So I have a real simple behavior for an AI to run up to an enemy and do a melee attack. The plan was to use a montage to play an attack. But I need this to be replicated to all the clients. So I was going to have a BTTask (blueprint) call a custom event on the Character. My issue is I need to know when the animation completes. So the task needs a "completed" event or the duration to know when to complete. Events do not have an output. I'm kinda in a loss for figuring out the "right" way to do it. Everything I come up with is hacky.
Also when I hit " ' " key to see the AI debug on a 1 client and dedicated server. I'm I looking at the debug on the server or client? Is there control for that? Does the BT run on the client? How is that controlled?
The question has been closed Jun 17 '16 at 08:24 PM by AndrewHurley for the following reason:
The question is answered, right answer was accepted
You've asked two unrelated questions in a single thread, so I'll answer the AI debugging part, and I'll assign someone on the animation team to answer the animation question.
The GameplayDebugger (the " ' " tool) replicated information from the server and there's no direct way of making it display data from the client. This actually sounds like a useful feature, so I'll file a ticket for it, but don't hold your breath waiting for it.
BTs, like the whole of UE4's AI system run by principle only on servers. Having said that AI and Navigation systems can be instantiated on the client as well. For
As for AISystem, you'll need to modify engine sources, since the change that allows to control that via ini settings is not in 4.10 (coming in 4.11). You need to go to
Note that you can still run into issues if you wanted to spawn
answered Jun 17 '16 at 08:23 PM
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