Bug? Disabling Replicate Movement stops Animation Montage replication

I found a peculiar behavior with Animation Montage Replication and I’m not sure if this is intended functionality or a bug in the engine.

I’m using Unreal 5.3.2

If I play a montage in Blueprints as below, the Animation Montage will replicate as expected across all server/client players. Standard stuff.

This, however, stops replicating if you turn off Replicate Movement on the actor. Note that Replicates is still on! While animation can drive root motion, a montage isn’t what I’d consider a property that translates or rotates the actor, so it feels odd this would be tied to Replicate Movement.

I want to disable Replicate Movement in certain cases in my game, but doing so now breaks animations. Is this a bug or am I doing something wrong?

Thanks for any help!

I noticed even stronger issue - montages don’t want to play at all on the server if “set replicate movement = false” was called. Node “montage play” on the server just doing nothing (but called locally on the client this node launch montage succesfully). Definitely bug :frowning:

I have the same problem on UE 5.4. Has anyone figured out a solution for this? I don’t think it should work like this.

I don’t understand at all how I should play a local Montage on a Listen server when I don’t want the Character position to be replicated (otherwise it twitches during the montage)

I have the same problem on UE 5.4. Has anyone figured out a solution for this? I don’t think it should work like this

I don’t understand at all how I should play a local Montage on a Listen server when I don’t want the Character position to be replicated (otherwise it twitches during the montage)

Same problem on 5.5, still looking for a solution.

2 months in and still no solution found? We seem to be a few people in the same boat…

You can useGetMesh()->TickPose(DeltaSeconds, true); on the server in the tick. Then the notifications will work. This is the only workaround I was able to find.