Thanks for the answer, but this is not a replication issue, because in the first blueprint I am setting the YawDelta locally for each character based on it’s world location in the current tick compared to the location on the previous tick.
In the mean team I have tested it on a different computer and everything works, so I will need to investigate further.
I am trying to play turn animations for a multiplayer game. Clients are able to see other clients and server controlled character animations, but the server can only see his own controlled character. It will see client characters turn but the animations are not played.
To determine whether the turn animation needs to be played, I compare the previous yaw with the current yaw on each tick in the pawn tick event and store the difference in the “Yaw Delta” variable: