Networking help - Set Master Pose Component not replicating to clients

Hi everyone,

I’m pretty much out of ideas on how to solve this.

I’m trying to do, in a simple networked game, the following:

(In the server)

  1. Spawn a BP that contains a Skeletal Mesh

  2. Attach it to the player character and set it to follow the character’s animation (Set master pose component).

Everything works perfectly in single player, but the attached skeletal mesh does not animate in the clients – only in the server.

Here are a few screenshots of my set up. I’m not sure on what’s wrong and how to fix it. Setting the event as Multicast has exactly the same effect as setting it as server.

Can anybody help me out with this?

Thanks a lot!

This is my BP set up, in the character bp:

https://forums.unrealengine.com/attachment.php?attachmentid=21221&d=1420002809

These are the default settings of the spawned BP

https://forums.unrealengine.com/attachment.php?attachmentid=21222&d=1420002823

And this is the actual result:

https://forums.unrealengine.com/attachment.php?attachmentid=21223&d=1420002835

From your Blueprint, i can see that your function is Client-to-Server, this will only run on Server only, you need one more call to broadcast to other Client to know that you are gonna equip weapon, then u can call set master pose, because the skeletal mesh is not replicate anything, even if it replicate all the bone it will be too much for network.

I think I love you. Thanks!!!