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Clients animation not showing on server/other clients

Hi!

I have watched a lot of YouTube videos about blueprints and replication, and read up on a bunch of similar problems, but nothing seems to be working. My problem is that I have an animation for when my character is standing still and rotating on its own axis, like a turning-in-place animation. The server sees its own animation, and the clients sees the server animation. The clients sees its own animation, but the server and other clients do not. It seems like the client is not "casting" the changing variables to the server and other clients. I got everything else up and running; walking, running, jumping, crouching, shield block, you name it! I have tried every solution I could find, but to no success...

I will provide screen shots of my blueprints below! All variables shown are replicated.

https://i.imgur.com/uhF4LJx.jpg

https://i.imgur.com/1AJt7Lp.jpg

https://i.imgur.com/BwAJTaV.jpg

Thanks in advance!

Product Version: UE 4.17
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asked Oct 03 '17 at 06:46 PM in Blueprint Scripting

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Shrimp Daddy
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Hey make sure who had the authority of your character. In most of the games in UE4 as the server spawns all the characters it has the authority over all the characters. Switch has authority node tells the who is the owner of that character I.e., who spawns the character, in most cases it is server as in general server spawns the characters. Your blueprints seems to be correct. I guess the problem is with the switch has authority node instead replace it with is locally controlled node if it is locally controlled then call a custom event function and pass a variable as parameter to the function that you want to set and also make sure that the custom.event is run on the server and variable is replicated and set the variable value you get from that custom event.

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answered Oct 03 '17 at 07:08 PM

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kodusu
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