How to make AI AnimNotifies play on server?

I’m using the same anim blueprint for players and AI. I have animnotifies that do various things. I’ve got prints logging the actions to find where the issue is, and no messages are printing.

If a player does the same thing, the messages print on server for each notify.

I’ve confirmed the animation montages are running on the server, so it’s literally just the notifies not calling for AI.

Am I missing something obvious?

I don’t think this is the case, because it’s printing to the server, not the HUD. All other actions the AI takes are logging to the server, just not the notifies.

edit To confirm, I added a multi-cast line trace with persistent duration to the server to run when the animation reaches a notify. On the player, it draws the line. On the AI, it does not.

It’s not working because the AI uses a different controller which has it’s own HUD - although AI doesn’t care about its HUD. So you don’t see the messages, but the AI, if made to pay attention, would see the messages. Does that make sense?

You may be able to get around this by casting to the player’s hud and have the message appear there. By default, it won’t do that. It will use the HUD associated with the defined controller.

Ok. In that case, I would look at the anim BP next. If you’d like to post it, I’ll look at it. Anim notifications are pretty simple in theory, so it’s most likely a simple issue.

Are you familiar with the debugging interface for the BP’s? If you have them open and you play the game, you can watch the “code flow” and see where it’s getting hung up at.

I am familiar with it, but the PC I’m working on (which only has 8GB of RAM) won’t run my project in editor/pie. I’m running a build at present to check the anim BP with logging, and I will post it once that completes. Thank you!

Are the anim notifies calling functionality correctly from you AI BP’s? You said the Anim Notifies are playing on the server, so i would start looking in the code they are calling is it firing correctly etc.

Let me know if that helps.

No, this is my issue.

The anim montages are playing on the server. The anim notifies are not firing for the AI. They are for the players. The base BP used by players and AI, which has the actions called by the AnimBP, is the same.

I’m still packaging the build from earlier with logging to see if the issue is with the anim blueprint not running on the server.

OK, ran the build with logging, and the issue is the animBP not running on the server for some AI characters. Weirdly, it seems two of them are only running the animBP on client, despite having the same parent and being replicated. I’m investigating further.

Following through after another build, I’m noticing what I think is a trend. I have four humanoids set to the same skeleton - the mannequin, the male model, the female model, and the skeleton model (who we will call Boney, to differentiate from the Epic Skeleton).

The only ones the animation blueprint is running ticks on are the mannequin and the male model. All the problem ones use the female or Boney.

If I look in reference viewer for the skeleton, it only shows the ones that are working. If I look at Boney’s skeleton, it goes directly to the correct skeleton (the shared one).

I’m not sure if I’m barking up the wrong tree here, but I’m doing a new build that replaces Boney with the working male model.

OK, found out what was going on, I think. It’s an oddity.

I had three models using the standard Epic human skeleton. All using, specifically, the same skeleton asset. They had been retargetted and skeleton-changed to this.

Two of them were not working. I changed them BACK to their default skeleton, then RE-RETARGETTED and RE-CHANGED their skeleton to default. This resolved the issue. I am not sure what originally caused this to happen, but it is at least fixed!