Server vs Client. Client will not play animation but server does (on action mapping button press)
I'm trying to get a character to play an animation when q is pressed. I have an action mapping event in the character that calls a multicast function in the game mode. The function sets a Boolean to true called PlayQAnem (which is used by the animation blueprint to play the correct animation). The function then activates the particle system on the character's weapon (as each function is character specific I do not need a player controller to know what weapon to activate, as all the character's weapons are different).
Works fine when the server presses q, client and server both see the animation played and the particle effect, however, when the client pressed Q, nothing happens, at all, the character can still move and turn ect. I am fairly certain my functions and variables are all replicated and am running out of ideas.
I'm happy to post screenshots of the blueprint if you want, I just typed it first to see if anyone knew what was going wrong right of the bat. Thank you in advance!
It's simply because clients has no authority on replicated things. The server has the authority. So here is the way to go:
The "'second part": To go further, there are to way to replicate things from the server to the clients:
I hope I was clear. I suggest your look at this https://wiki.unrealengine.com/Replication :)
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