Hi! I’m having a problem replicating a bool variable that switches the state from the anim graph from idle to movement.
Everything works fine on standalone, server to client but client to server and client to client doesn’t work.
Here is my code
setting Anim Blueprint in AnimBP
Use of Var in StateMachine (going back to idle is just "can idle " bool to true
Idle RepNotify in CharacterBlueprint
Additional Replication Logic
Setting idle to false on walking
Setting idle to true on begin play because if it’s not set like that the Aim offset behaves weirdly
Showcase in multiplayer
2024-07-04 00-23-24.mkv (12.6 MB)
As you can see, the idle state is changing well on client, server, server to client but not on client to server or client to client. Movement does work fine when not using idle.
The reason i want to have an idle state is because i want to use a “random sequence” list to have variety on idles
I tried everything and can’t seem to find the cause of this problem. character movement and trajectory for motion matching are also replicated