# Crouch doesn't work on client

**URL:** <https://forums.unrealengine.com/t/crouch-doesnt-work-on-client/781330>\
**Category:** Blueprint\
**Tags:** crouch, charactermovementcom, shake, unreal-engine, Multiplayer, question, Blueprint\
**Created:** [March 1, 2023, 3:58pm UTC](https://forums.unrealengine.com/t/crouch-doesnt-work-on-client/781330 "2023-03-01T15:58:42Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![GFrawing](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GFrawing](https://forums.unrealengine.com/u/GFrawing)\
**Post date:** [March 1, 2023, 3:58pm UTC](https://forums.unrealengine.com/t/crouch-doesnt-work-on-client/781330/1 "2023-03-01T15:58:42Z")

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I’ve done this blueprint for crouch with multiplayer implementation. (I’m not expert, i just started)

 ![Screenshot_20230301_165050](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/3/8/438e2a3aee75245ebc03ab01f444b1458f5dd52d.png)

In the server side everything works correctly, but in the client side there is a little shake type lag

p.s. I’m Italian so I apologize for any errors

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<div class="post-metadata">

**Author:** ![GFrawing](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GFrawing](https://forums.unrealengine.com/u/GFrawing)\
**Post date:** [March 1, 2023, 4:03pm UTC](https://forums.unrealengine.com/t/crouch-doesnt-work-on-client/781330/2 "2023-03-01T16:03:50Z")

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it only shakes when I move the character

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<div class="post-metadata">

**Author:** ![MattG\_ZeroFill](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mattg_zerofill/32/563889_2.png) [@MattG\_ZeroFill](https://forums.unrealengine.com/u/MattG_ZeroFill)\
**Post date:** [March 1, 2023, 4:50pm UTC](https://forums.unrealengine.com/t/crouch-doesnt-work-on-client/781330/3 "2023-03-01T16:50:32Z")

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Don’t use multicast. All of your movement variables should be set to replicate, so when the Client crouch RPC is called on the server, those values are set and replicate out to all relevant clients.

Client presses crouch button-\>RPC (run on server) updates movement values and state-\>those values replicate

Multicast should be used for one-off events like explosions. State values should always replicate.
