Hmmm. The first Cast To function exists because I have the option for the player to choose between two characters on the start menu. Event Blueprint Update Animation > Cast To BP_Sylvie > Get Character is working correctly as far as that is concerned.
I wonder… I have a nav movement component for is falling. I wonder if there is one for is swimming? (digs around) Yes, there is one!!
However, when setting speed from a connection I am already using doesn’t work… I don’t think I can branch this… what are your thoughts?
It knows the character is in water and acts accordingly - just won’t kick the animation in LOL