Lyra - How does the firing animation actually work? (seems broken in the starter project)

So if you load up shooter core with the firing range map, start with 3 players, as listen server, you will hopefully see as i do that the firing animations are broken.

If you take the pistol and fire it all 3 players will observe the firing animation.

If you take the shotgun and fire it only the player that did the shooting and the server will observe the firing animation. Any client that wasn’t the instigator will not observe it.

I am so far unsuccessful in playing “spot the difference” between the shotgun and the pistol.

In fact - i don’t know how the pistol even works. I can’t find any logic anywhere that would suggest it gets replicated to everyone.

The gameplay ability, as far as i can tell, runs once on the instigating client, and then once on the server. It does not run on clients that didn’t instigate the ability.

The gameplay cue gets multicast to everyone which seemed like the place to do this kind of thing… but it only seems to handle audio, decals, tracers, shell ejections…

I can’t for the life of me figure out how the pistol fire animation is getting triggered for clients that did not instigate the ability.

Plz help!

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Well it does seem to be the gameplay ability GA_Weapon_Fire calling “PlayMontageAndWait”

Don’t really understand how this replicates tbh. Don’t understand how i am supposed to know this stuff.

Maybe it was me who changed it but the Auto Rate in the GA_Weapon_Fire_Shotgun was at 2.2 or something like that which i guess made the animation too fast for… one of the clients? I honestly do not know why it worked on the instigating client and the server but not the other client. Anyhow, changing the auto rate to 1 makes it work again.

Every day i learn more about Lyra and evey day my goals feel less achievable and i feel stupider. This thing is gnarly.