We’re working on a networked game with some backend data from a database driving the display mesh of the character classes. When a player joins the server, we get their data fine, and we apply their meshes no problem.
When a ‘late’ player then joins, it syncs up with the existing states through the onRep of the other player states attributes. When the client gets this data, and its ready to apply, it runs through setting the skeletal meshes of the appropriate (remote) characters components. These seem to apply fine, in that all the existing players have their meshes updated to what we expect to see. Except now when the players move, the meshes don’t seem to follow on the ‘late’ players screen. The ‘late’ players movement replicates fine on the original players screen.
It seems as though the characters movements are still replicating because the spring arms react when the characters cross through each other, but the meshes stay at the position they were in when they joined…
Components are not set to replicate since this doesn’t seem to have any effect either way.
Am I missing any obvious points? Please save me, internet.