I posted this on the forum but got no answer. I thought maybe this may be a better place for the question
I have a replicated variable called CurrentMovementMode. I added a blueprint to check that I have it all replicating correctly, and can confirm that all clients receive the updated variable.
I then try and use the variable in the animation blueprint, but for all non-owners of the variable they act as if the value never changes.
So for the owning pawn the anim runs, but for any clients, they just see the pawn do a jump falling animation.
Here is how I set up replication
void AFireFightCharacter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(AFireFightCharacter, CurrentMovementMode, COND_None);
DOREPLIFETIME_CONDITION(AFireFightCharacter, bWallOnLeft, COND_None);
}
This is how I debugged that it appears for all clients
This is the screenshot of the replicated value on the clients
This is where I pull it into the anim blueprint
https://dl.dropboxusercontent.com/u/605902/Rep-var-to-animgraph.png
And this is the state machine that doesnt trigger…
All of this works as a single player, but as soon as it tries to use replicated variables the BP can see them but the AnimBP cant.
Am I doing something wrong when using the replicated variable?