Character speed replication
I am creating a multiplayer game and am setting the max walk speed on the client through a custom event that replicates on there server. The issue is that in the clients animation blueprint, it still read the speed as if it was set to the lower max walk speed.
On the server, the speed and the animation works. On the client, the speed works but the animation doesn't
Image of my custom event setting the max walk speed:
I have managed to get around the issue by having a replicated Speed variable as a float in my character blueprint. It uses a custom event run on the server that updates the variable which I call in each tick (Image below).
From there, I just grab the variable from the character blueprint from my anim blueprint.
However, I just feel as if this is not the 'correct' way to do it. Am I doing anything wrong?
asked Feb 15 '17 at 02:53 PM in Blueprint Scripting
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