So I have a character controller where I’m grabbing the Axis value of InputAxis MoveForward and InputAxis MoveRight and passing them to a variable which then controls a Blendspace in a Blueprint animation:
What is your purpose for replicating these variables to the server? They seem to be only relative for the local client since the server will replicate your actor’s location/direction inherently (depending on your setup, but this is the case most of the time). See the “Replicates” property of your actor to determine this.
If you really need them replicated to the server, you should consider replicating them elsewhere than in your controller such as your pawn. Likely the issue you’re running into trying to replicate these variables in your controller is that each client has only 1 player controller for their local world. The server is the only entity that knows information about all controllers for each player. This means that if you try to Multicast a function with a controller, it’s only going to be called on the owning client and the server, because all other clients do not have the invoking client’s controller in their world.
There is of course a work around to this philosophy as you could call an event from a different blueprint (such as your game mode) that emulates the functionality you’re expecting by relaying it back to all other player controllers. However, this can quickly become convoluted and I recommend you architecture your flow better than this.