Hi everybody!
I have problem with multiplayer view. Second player can’t see my crouching.
Kucanie = switch on crouch (This works on my view)
Screens Blueprints:
Hi everybody!
I have problem with multiplayer view. Second player can’t see my crouching.
Kucanie = switch on crouch (This works on my view)
Screens Blueprints:
try to multicast it.
what happens in stop and start ? do you use the anim bp for animation?
This is my anim BP:
**
If I get multicast i have error and game is back to the editor:
(Tez polak Jesli daje multicast mam error i wywala mi gre):**
this is how i set my anim bp variables from my char bp.
and in the char bp there is also this -> Input -> has authority -> if yes he directly goes to MCSneak, if no he goes to ServerSneak, which then calls the MCSneak multicast. this way animations are replicated for me perfectly
so from the cast i actualy just set the Bool from the anim bp. in your case it would be “person is kucanie?”
Probably is because you are calling it from the server, that calls again using multicast making this infinite loop.
Create a flag inside your function and the multicast event that stops the server from calling it again.
I can’t do it. Please help me
Link to download WinRar file in this i send AnimBP and CharBP, please fix this
http://www.speedyshare.com/SHfFU/Nowy-Archiwum-WinRARa-ZIP.zip
*In CharacBP:
ThirdPersonCharacter > EventGraph > Comment “Kucanie”
In AnimBP:
ThirdPersonAnimBP > EventGraph > at the bottom of Blueprint
or
ThirdPersonAnimBP > AnimGraph > Kucanie/KucanieIsc*
This is my 2 events:
LEFT CTRL = Croutching
W,A,S,D = Croutching walk animation
I have in this many varibles ,i know this is very
makeshift but it works on own client
I used AnimationStarterPack
Or please send me ready crouch or crouch with varible:
I have this finished:
Kucanie = play animation (Its works on owning client so i want only multiplayer blueprint)
Please help
sorry i have no time to make this for you. but your problem is only you need to replicate the bool inside the animbp to all players. has authority yes = multicast RPC // no = server RPC-> multicast RPC.
and inside the multicast RPC you get your mesh, from there you adress the animbp with a cast and from there you set the boolean that you use in your transition as a condition
thats actually all.
maybe also check whether your character is replicated in his properties
Thanks for answer ,but i dont understand your leanguage: “bool inside”, RPC (and if i want get mesh i cant find it) I dont have any bool in the animBP , sorry but im not proffessional writer blueprints.
OK IT WORKS!!! thanks for all answers!
Crouch/Uncrouch are part of the CharacterMovementComponent. Do you really need this authority check and multicast for crouch? If you use your own crouch you have to take care if you may stand up if an object would usually still block uncrouch. If you just use the implemented Crouch/Uncrouch (like Jump) it does not give you any issue with prediction and even works well if you are below an object and would uncrouch there (you would keep the small capslue size and the lower speed until you get room above your head to stand up).