Hi, I noticed that animations played on server skip every second frame.
Workflow:
- Put a socket to your animated character
- Tick “Run Dedicated server” (or use one client as listener)
- Join server as a client
- 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.