In a networked project, I’m building an event to update a character sprite animation, depending of its position toward the camera.
It is trigerred on character move.
The situation is that when I debug with 2 client in play as a client net mode, when I move a character, it only trigger the breakpoint for the moving character in client 1 but never for the moving character in client 2.
Despite the fact I can see in the other client the character moving and updating the animation.
On the picture bellow the breakpoint only stop on the same blueprint instance.
If one client is able to move, this suggests the server is properly executing the movement and animation logic, however if the other client doesn’t see this, it suggests the new position and related animation variables are not being replicated to other clients.
Make sure your the variables that drive changes to your transform and animation instance are either replicated, or you’re firing a multicast event from the server.