Replacting Variables from Inside the Character Animation Blueprint

Hey everyone, so Basically i have all my character states bools for the animation states within my Animation Blueprint. The reason is that if i want to change something, i just have to set it once from the Character instead of updating them every tick with the AnimationUpdate Event.

The Problem is, that in a Server Client Setup it dont properly replicate. I can Multicast to set the Bool, but when a Player joined afterwards he doesnt get the correct bool state. Even with RepNotify it wont work.

Should i implement it in the PlayerState Class ? and if yes then How do i do it without Requesting the Var every update ?

Thank you very much.

you can make a script on a Construction Script or on Begin Play. so if any other Actor of class are on world → take its state (bool)

multicast can be triggered once after __ with Delay node. it can check All Actors of Class, and be recast - after actors amount change (array length)

not sure I’m fully aware of your case

Hey in2fractalout,

thank you for your reply. To make it a bit more clear here are some Pictures
Character BP (is called from a Function from PlayerController)

AnimBP (Bool is set to RepNotify)

Its fairly simple ^^
Like i Said it works, but only if all participant are there when the change happens.
What worked was to setup a RepNotify bool in the Character BP and constantly requesting it from the AnimBP, but i think thats not very efficient.

yes, what I offer is not best solution

it basicly every tick, but slightly optimized. and the problem with Delay node I know it does not work in some case (at all no cooperation.)

and a second your problem, after optimization, is a way you can OFF that optimized multicast spamer. a check if there - amount of Character Actors. if you are making MMO (it will not help. only fixed player amount) :horse_racing: