I shared this in the C++ subforum but also thought it may well be relevant here - so apologies if I’m wrong!
I have some fairly simple logic to run animations. I run them from C++, and when the animation ends, I like to run a simple function to set some variables.
It looks roughly like this:
character->GetMesh()->GetAnimInstance()->Montage_Play(animName, speed); FOnMontageEnded MontageBlendOutDelegate; MontageBlendOutDelegate.BindUObject(this, &UCharacterAnimationManager::AnimationEnded); character->GetMesh()->GetAnimInstance()->Montage_SetEndDelegate(MontageBlendOutDelegate);
Although this is a minor simplification for ease of reading.
This does play the animation fine. On the server, the animation plays as expected - if I put a breakpoint in the AnimationEnded function then it occurs when expected (that is, after the animation has ended) - on the client however, the same logic doesn’t take place - the animation plays as expected, but the AnimationEnded function is immediately called at the same time as play, despite the animation clearly not being finished with.
Is this a bug, or am I missing something in the implementation?