I have a question,
I have an animation blueprint, which contains 3 notifies (startattack, doHit, endattack) ;
- startattack: disables the character movement (stops), and sets isAttacking true
- doHit, well initiates the hit code
- endattack: enables the character movement again, sets isAttacking false
However, lets say I have 2 users: user1 , user2
if I am on user1 characterBlueprint serverside, and execute the MultiCast, I believe it is (by the way multicast works?) executing the animation on the AnimBP server-side, and then on the user1 and user2 (all clients?) so everyone can see it.
the problem is, the notifies seem to be triggering on all clients aswell. Is there a proper way to handle this? like if I multicast from user1 (to show the animation and do the attack procedure) to avoid the notifies triggering on other clients (like just execute the play montage…)