Initially I set a variable in PlayerState via an execute on server event to replicate it to all clients and have it check at the character's anim blueprint Update Animation event to trigger the animation. With this method I found that the animation will almost always lag or trigger late at client side. Then I changed to just simply execute a multicast event to play the animation and found that it is smooth and almost no lag.
I figure the PlayerState way will use less network resource and that it will automatically handle re-animation when player disconnect and reconnected while multicast would consume more resource and I have to manually replay the animation when player reconnected.
Any suggestions?
I figure the PlayerState way will use less network resource and that it will automatically handle re-animation when player disconnect and reconnected while multicast would consume more resource and I have to manually replay the animation when player reconnected.
Any suggestions?
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