I have a problem with player models in multiplayer mode. I noticed that other players appear stretched in the render. (Their models are getting stretched.) However, when you stand directly in front of them and close to them, everything looks correct. Currently, I’m using the default models from UN5, and I’m testing multiplayer in simulation mode, so I don’t know what might be causing this stretching. Maybe it’s something simple, but if not, I’ll start digging into the code. Does anyone have an idea what could be causing this?
Hey there @Stolcjan! Welcome to the community! Hmmm, my first thought is that it looks like there might be something animation BP wise that isn’t being handled in a replicated way correctly.
Are these stock mannequins with their ABP or is it modified?
Thank You for Your replay! I checked my character’s mesh. It looks exactly like it does in the screenshot. I haven’t changed anything here.
I also checked whether replication is enabled in the movement component (it is set to true). The same goes for the mesh component—it is also set to true. I also noticed that when I move away from the other player, they become visible even through other objects. I don’t have enough experience with the UN5 engine to know where I should look for the cause. I also checked all the suggestions given to me by GitHub Copilot, but none of them worked.
I found a solution to my problem. I created a new project and compared the entire BP_Character. It turned out that in my main project, I only had the mesh (CharacterMesh0) and didn’t have a child mesh inside it. The answer to this issue was to add a new mesh with the model’s skeleton and disable the visibility of the mesh (CharacterMesh0) in the game.