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Multiplayer movement driven by capsule physics not replicating animation

https://www.youtube.com/watch?v=BCwKUhd_47I This video sums up the issue. It is in English. The issue below:

I have a flying model working using movement input for my Dragon rider game. However I don't like it. It's very limiting as far as controlling flight goes. Jerky animation, massive drift rotation limitations etc. Adding impulse, capsule control, movement rots etc enables a lot more control and you can enable physics. People say you can't get animations to work via physics. This video proves that wrong actually. My problem is getting animation replication to work via client side. Whether server side or client side, the client always has issues. If you notice in the video the server side dragons head will turn when I yaw and have movement set to server (How it should be). The client side has basic flight animation only and breath (ignore stutter for now). If I set it to multicast. animations work great on both sides, multicast dragons can of course only see server side dragonrider but server side dragon cannot see client side dragon rider. It only sees it in it's initial spawn point. If I add a third dragon the same holds true (Both mcast dragonriders cannot see each other. Only server side dragon rider. You will see my movement inputs in the video. I am just trying to get the blendspace animations to work as of now on server. any assistance would be great. Again I will figure out smoothing in the end. If I had setup movement component instead of capsule you would only get a static mesh both server and client side. Thank you for any advice and or input in advance.

Product Version: UE 4.20
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asked Jan 01 '19 at 05:38 PM in Using UE4

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PropagandaWar
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