Replicated Vaulting

Hi there

I created a event that allows any player character to vault.

Here is the blueprint: Multiplayer Vaulting

I know I can greatly simplify the code however I am still testing this out and want to get it working 100% before I simplify it.

Also I am using the client authoritative movement plugin, so syncing the client transform is not a issue. The game I am creating does not have to worry about cheating

I have a few questions

  1. Am I replicating this correctly?
  2. Am I implementing client side prediction (to mitigate input delay on clients) correctly?
  3. On high latency I am experiencing double animations (as if it is initiating the vault twice) on clients

Any advice would be greatly appreciated.

I want to add that for some reason the VaultAnimPlayingLocally? var is always false.