ITS LOCAL LOGIC!!! WHY WOULD IT NEED TO REPLICATE??? I’m surprised (and rightfully so) because replication has nothing to do with this… But everyone (who’s been here <30 days longer than me) chimes in with guesses. Should I share the project? Would people actually try it?
If I open a program up on computer A, and the code detects for key presses on THAT COMPUTER and responds to it, and it does, why would it need to replicate??? It’s a local operation, it shouldn’t have anything to do with replication.
Also, the keypress and animation trigger are working JUST FINE!!! but, the animation (which isn’t replicated thank you very much) is stopping part way through on one instance but loops just fine on another. To further test this, I had it open up 5 clients and 1 server (the server is just a master client here people), and it does the same thing; animates fine on all the clients, but animation stops after first frame on server… No replication involved, I walk my **** over to each workstation, press the Q button, and watch the little man walk (animate). Go to next workstation, see little man standing there, press Q, and watch him walk. Etc, etc, etc… It’s a local operation…
Either I am blazing some new ground here, doing something wrong with the animation, or it’s a bug. Just because PenguinTD didn’t understand why I was grabbing all instance of character doesn’t mean I’m doing it wrong nor does it indicate that I am being arrogant in “proper procedure”. The problem IS NOT REPLICATION as I am not telling anything to replicate. I’m not replicating the key press. I’m not replicating any RPC commands. I’m not even replicating the animation state of the skeletal mesh. I’m just telling the darn thing to animate (loop) and the master client stops part way through the animation (as shown in the video) whereas any other client continues to loop through the animation. Other than 1 client being a master client, there is NO DIFFERENCE IN THE INSTANCES OR THE BLUEPRINT.
Edit: Really Epic? But (with 2 T’s) is naughty?