I’m looking at possibly using different pawns for the local client versus what’s spawn on the other clients in multiplayer, but from what I can see, doing so would mean I would have to manually replicate things like the Transform or Animations.
Can anyone tell me if there is a way to use different pawns without the manual syncing that I’ve missed?
Depending on how different you need them to be, just setting current mesh based on execution side, while still being the same pawn - may be way simplier.
A bit more complex approach, if you really need it, you can have both of pawns exist on server and have a custom AActor::IsNetRelevantFor() to replicate them only to clients you need
Or to have a single pawn on server and on “non-local-clients” spawn a local pawn that will be attached to\getting position from the invisible server’s pawn. Though I think options above are simpler