Animation Multiplayer help

Hello, I’m here following a problem that didn’t happen to me before and I don’t know why this has changed. basically I have a little multiplayer game when a character falls to 0 life points he is down and can be revived by an ally. It was one of the first functions that I implemented in the game and I didn’t touch it anymore. everything worked fine, but now when a client falls to the ground the server player does not see the client’s down animation (he remains standing in his normal blendspace) and from the point of view of the client who is supposed to be down then the animation it works well and down but it also sees the player server down as if they were connected and playing the same animations? how to remedy this?

How is your animation system generally structured? How were the animations initially synchronized?
Does the problem only occur when characters are far apart, or in all cases?

Hello, here are some screens for more details. We can see that on the server player side he sees no player down, the same for client 2 who is not down but the client who was down (bottom right of the screen sees everyone down)




Can you add a print string after the DamageOnClient event? Does the health value change correctly there and for the correct player?

P.S.
It is not quite right (or rather even completely wrong) to calculate the character’s health on each client. The calculation should only take place on the server, after which the replicated variables responsible for which animation should be played are set.

But you probably don’t want to make radical changes to a system if it was already working before.
And in any case, in the form in which it is implemented now, this strange error should not occur.

I had a backup of the project not very long ago without the problem so I’m going to start again with this backup, the bug seems difficult to resolve and I think I would waste more of my time than anything else, thank you for helping me.

:+1: