Hi, I was wondering if anyone knows what might be up here with this. I have an issue where im trying redesign my client side prediction systems for my networked characters, and everything has worked pretty well so far, I get almost 1 to 1 melee combat visual effects with what im doing. I've run into a funny little bug, where it seems like the only time my multicasted visual effects procs, is when a server controlled character actually turns and views the characters that are fighting each other.
Notice in this video on the left, and middle screen, the defender isnt being struck, but the moment I turn the server character around to actually look at them fighting, their visual effects start procing on the defenders end properly, and I have no idea why. I set AlwaysRelevant on the character to checked on my blueprint, and I have the higher level character abstraction using bIsAlwaysRelevant = true;
After some consultation on a discord with another developer, they led me to this option in the characters blueprint, switching it to Always Tick Pose and Refresh Bones fixed the issue.
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