[QUOTE=;685207]
And you are using push to talk?
Also why are you replicating that? Each client should be able to check for themselves if others are talking.
Yes, I’m using “push to talk”. IsRemotePlayerTalking turns to True on a client when “push to talk” is active AND actual voice is transferred. Which is how I imagined it to work except it never goes back to False even when “push to talk” is not active.
On the server just stays False.
I want to keep a replicated variable on a pawn for graphical reasons. The pawn needs to know if their own player is talking.