[HELP] Client stops updating server animations after playing animation montage only on large procedurally generated world.

Hello!

I have encountered a problem during the development of my game.

When the client is executing the pickup event (play montage) everything works fine but when the host executes it, the montage plays on both the server and the client but after the montage the server’s animation is stuck in the idle pose (not even playing).

This only happens in a big procedurally generated world with around 2k actors. In smaller worlds it works perfectly fine so the replication code is setup properly (RPCs).

Now I have tried:
-increasing bandwidth (total, min, max)
-increasing client/server rate

-set always tick pose and refresh bones on skeletal mesh on player character
-ticked always relevant
-set never go network dormant
-set network cull distance to and absurdly high number

It is worth noting that if the hosts jumps (literally performs the action jump) the animations start working properly again!

Please any tips or any ideas are welcome!

Have a great day! :slight_smile:

Bump!

Please i really need help!

Fixed it by enabling replication on the actors that the map is built out of…
I feel stupid now

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