# Is Root Motion already stable for Multiplayer Games?

**URL:** <https://forums.unrealengine.com/t/is-root-motion-already-stable-for-multiplayer-games/458549>\
**Category:** Character & Animation\
**Tags:** unreal-engine, Multiplayer, Blueprint, question\
**Created:** [November 18, 2019, 12:47am UTC](https://forums.unrealengine.com/t/is-root-motion-already-stable-for-multiplayer-games/458549 "2019-11-18T00:47:08Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![LordStuff](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LordStuff](https://forums.unrealengine.com/u/LordStuff)\
**Post date:** [November 18, 2019, 4:58pm UTC](https://forums.unrealengine.com/t/is-root-motion-already-stable-for-multiplayer-games/458549/2 "2019-11-18T16:58:35Z")

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I guess what’s your problem here is that the client plays the animation (having his location be changed through root motion) but then get’s an update through the server replicating the actor location (which causes the glitchyness).

If you need to have a server authorative I would probably try and animate on the server, replicate the movement only, and multicast simulate the animation with a non root motion version of it. I never tried if this would work.

I’d probably advise you to follow this wiki page:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

from what I gathered it’s not replicating the movement but instead replicating all the variables it depends on so the clients can correctly simulate.

Hope I could help you!

Cheers ;D

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