I briefly recall the system used in gears and UE3. I was a licensed UE3 developer with source, but don’t fully remember how the system replicated.
I’m mostly curious how you guys approach npcs executing a single special move and having the animation replicate in sync over the network.
I believe the former UE3 system was wrapped around an AI command and had a base full body animation hardcoded in script. For UE4 I guess it could be an AI action instance with a full body montage specified via the blueprint template and have the activation rpc’d from the server to clients in some fashion.
I realize now that pawn actions are most likely a replacement for special moves in some fashion. They don’t appear to be super functional or networked at all yet.