Hi guys.
I have a problem with my Character Blueprint.
Following Setup: I have a variable(Enum) that keeps track of the current Movement (Idle, Walking, Running, Jumping, Hanging on Ledge, etc. ).
A (kind of) stateMachine is called via Event Tick to check Environment and change the Variable accordingly.
I use the CharacterMovement Variable “Current Floor” to check if the Player has walkable Ground under it.
The Enum is also used to change Animations.
In Single Player, everything works fine.
With a Listen Server, only the Server works fine.
With a Dedicated Server, nothing works correctly.
This is the Variable:
The Current Floor returns “false” for Clients thus the Clients going into the State “SoftFall” and playing the animation for it.
Only the Listen Server works fine. But not just that: on the Clients, they play the “SoftFall” Animation, while on the Server, every Player plays the Idle Animation. I.e.
On the Server every Character plays the correct Animation(but Wrong Enum Value), on the clients, every Character plays the wrong animation (and wrong Enum Value)
Does someone know what’s the Problem?