Would appreciate some help on this one, as I’ve been trying to figure out myself now for days, and I just don’t seem to be having any luck. I followed this tutorial:
And now I want to have the same system working in a multiplayer environment, with the slight difference of the mesh not being destryoed when thrown, instead just becoming something that can be picked up again and again. However!
Animations aren’t replicated on either the client or server side - I’ve set the animation booleans to replicate, that changed nothing, and I’m just not seeing any other settings to play around with to get this to work.
The pick up actor does attach to the socket on the character mesh and follow the server around on the server and on the client, but without the “Hold” animation, it’s following the hand around during the running animation.
Picking the actor up as the client can only be seen on the client side, it does not seem to replicate the position changes or the animations on the server.
Now, I’ve read through the forums and it looks like replicating a physics actor is already something of a no no? To what extent? I was really hoping to have a single parent actor that could have it’s mesh changed on the fly, allowing players to be able to pick up a variet of different items, while the logic for doing so remained the same. Is this beyond the scope of the engines capabilities?
Secondly, why is it so difficult to get animations replicating for the client and the server? Allow me to expand on this frustration: If I set up a blank third person template project, and launch it as a multiplayer game, the animations and logic for jumping work without me having to change anything. You’re able to see the client jump on the server side, and the server jump on the client side. Yet when you try to implement your own animations ontop of these, following the logic already in place by default, it just doesn’t seem to work. Researching this topic and people are creating multiple custom events, one to fire on the server, another to fire on the client, to control all of this, which seems…wrong? If I had 50 animations then that would mean i’d need 100 custom events to run them all? I must be overlooking something with the way the state machine/animations in general, work within the engine?
The idea that to add any of your own content to your games can’t be done in a way that mimics the system that comes as default is honestly enough to make me want to give up before I’ve even started! This is about the most simple idea I’ve ever been able to imagine developing - everything else was far too complex for a solo dev to tackle - and even with this it’s made to feel impossible.
I’ve captured a couple of screenshots below to try and better illustrate the problems I’m currently facing. The blue pawn is the server, and the grey pawn is the client.
Any assistance in getting this working would be massively appreciated!