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Animation using a replicated variable

Hi

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<class FLifetimeProperty>& 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…