First: I apologize if I am coming off rude however I am under the assumption that everyone here knows more than me about this product. I’m no greenhorn to coding, animation, or netcode. I’m merely new to UE4.
Second: I fully understand replication. I’ve watched all the videos, even did a few of the tutorials. I have NO replication in this other than pawn positioning
Lastly: I created a basic blueprint that (locally and without replication) responds to the key press of Q and plays an animation on every skeleton in the scene (again, locally). Yes, I know this is bad practice (in production), but for testing purposes, and to locate a bug, it is perfectly legit. Not only do I show the blueprint on the character in the video, but I show the mouse clicks as I change scope from each target (play mode on client and on server) and perform the key press. It clearly shows the animation looping on the client and clearly shows the animation begin and stop on the server… Same logic is run locally on each (regardless of it being proper technique or not).
So, I’m not trying to insult anyone here. Yes, I’m in need, however I was really hoping that those who can take the min to understand the issue could chime in on if it’s an error on my part (logically, it should be sound) or a potential bug with animation on a listen server. Assuming I am replicating a key press through the network when I showed the blueprint, and showed my control switching to the other client, would quite obviously be an erroneous assumption…