Animations skips every second frame in server

Hi, I noticed that animations played on server skip every second frame.

Workflow:

  1. Put a socket to your animated character
  2. Tick “Run Dedicated server” (or use one client as listener)
  3. Join server as a client
  4. Print out sockets location on tick

(host’s character works normally, clients are bugged. If there are pre-existing pawns then thoseanimations works fine)

Problem:
Position for socket is not updated every frame in serverside as shown in log below.

LogBlueprintUserMessages: Server: Frame: 6.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1390.858 Y=390.632 Z=405.910

LogBlueprintUserMessages: Server: Frame: 7.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1391.176 Y=390.653 Z=405.875

LogBlueprintUserMessages: Server: Frame: 8.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1391.649 Y=390.713 Z=405.835

LogBlueprintUserMessages: Server: Frame: 9.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1392.178 Y=390.800 Z=405.780

LogBlueprintUserMessages: Server: Frame: 10.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1392.696 Y=390.914 Z=405.686

LogBlueprintUserMessages: Server: Frame: 11.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1393.283 Y=391.050 Z=405.485

LogBlueprintUserMessages: Server: Frame: 12.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1393.865 Y=391.256 Z=405.286

LogBlueprintUserMessages: Server: Frame: 13.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1394.417 Y=391.557 Z=405.117

LogBlueprintUserMessages: Server: Frame: 14.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1394.904 Y=391.958 Z=404.996

LogBlueprintUserMessages: Server: Frame: 15.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1395.324 Y=392.457 Z=404.903

LogBlueprintUserMessages: Server: Frame: 16.0

LogBlueprintUserMessages: Server: qwer_C_26 X=1390.872 Y=390.598 Z=405.904

LogBlueprintUserMessages: Client 1: qwer_C_27 X=1395.734 Y=392.985 Z=404.833

This causes some problem since server detects all hits in my game and now im missing half of my traces.

Hi Kauppaneuvos,

Thanks for your report. We have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. If we are unable to reproduce issue, or we need additional information, our staff member will comment here with additional questions. Otherwise, we will post an ‘Answer’ once we have logged issue in our bug database or we have a solution for it.

In meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:

Thanks!

Hi Kauppaneuvos,

Using your repro steps I was able to recreate issue of animation skipping every frame on server side and have filed following bug report [UE-19161]. This post will be updated when this issue has been resolved.

Thank you for bringing this bug to our attention.