Socket Location Incorrect When Server Isn't Looking
Hello! I am using two socket locations on the tip of a sword and at the base, and then using some simple math to find three more positions in between them. When you are attacking, every .05 seconds the vectors update to new positions along the sword, and a trace is drawn from the old position to the new one.
Everything works great except for when the server is not looking at the client. For some reason the socket position does not follow the animation in this case, but rather just stays in the default idle position. I think this is due to optimizations from the culling system, causing the game to not play animations for the server when it's not looking at the mesh of the client attempting to play it, so for it the location is whatever it would be in the idle position.
I'm not sure what to do at this point, any ideas?
Here are two pictures to illustrate what I mean:
Server is looking: http://i.imgur.com/M0MBDfy.png
Server is not looking: http://i.imgur.com/hUZ5cTt.png
asked Jul 24 '14 at 10:51 PM in Blueprint Scripting
Set "Mesh Component Update Flag" to "Always Tick Pose and Refresh Bones"
answered Feb 17 '16 at 07:48 PM
I think I was right with the animation culling system. Now that I am more familiar with networking replication I tried using "Run on Client" to get the socket location and pass that to the server, which seemed to work
answered Aug 25 '14 at 01:36 AM
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