EDIT: just realized the problem is not limited to blend spaces; it is affecting all animation, even a simple idle loop. I simply noticed the issue first with the blend space since that movement is more exaggerated than the idle loop. Investigating!
I’m having an issue with blend space playback in networked games. On the listen server, remotely controlled (client) pawns show a “stutter” when blending through a blend space. The blend space, however, works perfectly on client instances for all pawns (even for non-controlled pawns) and it also works perfectly for the server’s own locally controlled pawn. I’ve simplified the anim setup to try to isolate the issue, and right now I’m just applying a simple triangle wave (generated locally, not replicated) to simulate the values that would drive the blend space.
Here’s a video of the issue as recorded from the listen server, and put into slow motion to help illustrate what’s happening:
And in case it’s helpful, here are some screenshots of the simple animation setup I’m using to troubleshoot this.
Other things worth mentioning:
- I’m using engine version 4.24.3
- I’ve tried creating a new blendspace asset, using different target sequences, with no improvement
- The issue affects both 1D and 2D blend spaces
- No variables in the Anim BP are replicated (that triangle wave is being generated locally)
Anyone ever seen anything like this before, or have any ideas?