Replication of player animations

I was fiddling around with multiplayer stuff and I looked into events that run only on server, multicasting events, replication of variables…

But there is something that I dont quite understand: When I load the Third Person example proyect, and enable more than one player, I can see the position and movements of the players being replicated on all clients.

While I understand that the position and the rotation of the players being replicated successfully (since the replication option is enabled in the pawn’s blueprint option), I don’t really understand why the animations are being replicated. I don’t see any reference in the blueprint making animations replicated over the network.

Are pawn animations implicitly replicated on clients when replicating the actor’s position? Am I missing some option/configuration I’m missing?

Character Movement Component is replicating a bunch of stuff for you by default and IIRC has some interpolating features built in, which is why the movement looks smooth even if you have simulated latency.

To my knowledge of the system, the animations aren’t really replicated over the network. They are instead only played locally. Since position, rotation, velocity ++ is replicated and interpolated, the animation states should be the same on both computers, creating the illusion that animations are replicated. I could however be wrong on this.

you’re right. the anim graph is reading local data off the character, which drives the animations.