I have several animation sequences with custom C++ AnimNotify classes hooked up. The classes only override Notify and the constructor (and call super anyway). When these animations are played through a Montage, the server will often not trigger the anim notify. The clients all trigger it fine.
If the server is a listen server and the host plays an animation, all the notifies will trigger, but just like in the dedicated server if a client’s character plays an animation more often than not the notify doesnt trigger on the server. This occurs in a fresh project, even if I directly select the montage by setting the character to “Use Animation Asset” in the defaults. As an aside, typically Im triggering these animations through the client, then sending them to the server for multicasting with logic to exempt the original client as it predicatively played. This behavior doesnt seem to occur when playing the animation directly through an Animation Sequence as opposed to a Montage, but then of course I lose networked Root Motion functionality. Placing the anim notifies in the Montage as opposed to the sequence doesnt fix the issue either. This project relies heavily on AnimNotifies and without the server consistently triggering them I cant maintain a fully authoritative server.
I already tried setting all sorts of variables related to replication. Is there anything Im missing or have I stumbled across an issue with the engine?
Thank you for your help.