Hello!. I wanted to know if there is a efficient way to switch between anim bps during runtime in a multiplayer game?.
Hey @tanush_23,
Is there any way you could elaborate a bit more? I think I could help out if I had a bit more information.
-Zen
I am in the process of creating a multiplayer game in which the character needs to change his/her animation blueprint at runtime at some point. I got that working on the client but not on the server.
The server still shows that the player has the old animation blueprint.
@tanush_23 Are you doing all of this in blueprints or a C++/ blueprint combo? Maybe if you stored all the blueprints in an enum or array, you could iterate over them while still having a reference to them and store on the server. Any chance you could share part of your blueprint?
-Zen
Maybe you only implemented the change on the client and the change was not communicated to the server?
Maybe call an event first that only runs on the server and then have that server event call a multicast event which implements the change on the server and all the clients?
Thank You! It works now.