I have a problem I can’t seem to resolve at the moment, perhaps someone can help me out? I started a project from scratch and followed the TPP tutorial series. Everything worked flawless thus far. I then watched the networking/replication tutorials and decided to replicate the melee attack I created based on the TPP game tutorials. This is were my problems started occurring. I’ve implemented authority switches, changed all vars to their correct(or so I assume)replication parameters. I’ve created a custom event to RPC the isPunching bool which calls the animation montage in the animation blueprint. So the animations should only be called by the server, not the client.
I’ve added a print that simply says “PUNCHING” to see if the string replicates correctly, which it does. The animation montage plays as expected locally on both client and server, but it still plays the animations only if the server calls the event and not when the client does. So it seems like something is lost somewhere between the animation blueprint and the character blueprint in which I call the print after my authority switch as that part seems to replicate but not the animation call?