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Replicate Character AnimMontage to all clients using C++

Hello, i want to replicate an anim montage of a client's character to all of the other clients using C++. The only way to achieve this is using replicated boolean values and track the state of the character? For example:

 UPROPERTY(Replicated, ...)
 bool bCondition1;
 
 UPROPERTY(Replicated, ...)
 bool bCondition2;
 
 void MyCharacter::Tick(float DeltaTime)
 {
      if(bCondition1 && bCondition2)
          PlayAnimMontage(...);
 }

I've checked other threads about this like this thread but he didn't say what he did to solve it and it's for blueprints.

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asked Jul 03 '14 at 07:11 PM in C++ Programming

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xlar8or
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avatar image xlar8or Oct 13 '14 at 01:07 PM

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avatar image Dyronix Feb 19 '15 at 10:22 AM

yes please

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Basically i created a netmulticast function called MulticastPlayAnimMontage which simply calls ACharacter::PlayAnimMontage with the same parameters. On the server side i check the conditions, and if they are true i call MulticastPlayAnimMontage, and that will play the anim montage in all clients.

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answered Feb 19 '15 at 12:20 PM

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xlar8or
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