AimOffset does not move mesh on dedicated server

I am having an issue when running my game as a dedicated server. This issue does not happen when running as Listen server with a client connected.

Issue: The animgraph AimOffset using pitch does not actually simulate on the dedicated server so the character is still upright.

The AimOffset syncs properly for all connected players. It also works when the server is a Listen Server.

This is an issue for me because the player has a sword attached to their hand and the server needs to be able to run the swing animation, with the correct AimOffset to calculate a server side hit.

I finally figured it out. Animations will not play by default on skeletal meshes that are not visible. Since none are visible to a dedicated server, they will not play.

You can fix this by setting the Visibility Based Anim Tick Option like below on the skeletals that you need to animate on a dedicated server.

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