I have a replicated first person coop (listen server model) shooter, my solution for needing to display the arms in front of the camera is using an owner only see first person mesh (the arms) and a owner no see third person mesh (full body), I’m using the default mannequins for learning before I make my own.
I created a simple animation montage of the first person mesh making a finger gun, and a separate montage for the third person mesh to spin in circles just to see how playing the animation works, and neither will play. I assume this is because I have two meshes in the character blueprint, but I haven’t done animation before so I could always be wrong!
I went into a fresh third person project and made a sequence then a montage for the third person mesh and it worked fine
This is the player character hierarchy
Here is the finger gun animation seq I built the montage from with the retarget asset source shown
And here is the details tab for the “firstpersonmesh” seen in the character hierarchy above, with the skeletal mesh asset being shown as the same
I am open to any solutions, if using two SM is incorrect, let me know any solutions / resources, thanks!