Hi, I’m trying to replicate my bone transform in my animation blueprint, but I don’t know what I’m doing wrong.
Thanks,
Alfie
This has been my setup I’ve tried to use, and no other answers I’ve tried have worked.
Hi, I’m trying to replicate my bone transform in my animation blueprint, but I don’t know what I’m doing wrong.
Thanks,
Alfie
This has been my setup I’ve tried to use, and no other answers I’ve tried have worked.
Ok, just a couple of questions to understand the situation a little bit better. This animation blueprint code, is it being executed on the server version of the character or the client version of the character? And since you have a networked multiplayer game, why are you using get player at index 0?
Thanks for the reply. This is my first endeavor into networking with Unreal, so I’m just trying to get my feet wet with the third person template. I believe it’s the client-side character, and that was just a general idea of what I was already attempting, would trying to get pawn owner be correct instead? Any help would be appreciated. Thanks, Alfie.
Ok. There are gonna be multiple things to consider when making a multiplayer game with Unreal’s Networking System. So I’ll be back with an example on how to approach this just give me some time.
Edit: BTW have you seen any tutorials on this topic? (Networking Multiplayer) and also what is wrong with the game? what happens when you run it?
Got it
What I did was the following:
First I created a replicated variable in my character blueprint called controlPitch, then on the tick event I set that variable to the controls rotation just like you did in your Animation Blueprint but I’m doing it inside my character blueprint. That is because the character blueprint is the one that should have the replicated variables, the animation one isn’t the best place to do it, the character is. Remember to use that switch authority to make sure you are setting the variable on the server.
Then on the event graph of my Animation blueprint I just set a variable, that I called spine rotation, using the one from the character. And I use this variable to do exactly the same you are doing in your Animation Graph, which is transforming the bone.
Try it and tell me if it work or if you have any question!
This is awesome, I’ll check it out in the morning and get back to you.
(And no I’d only skimmed some networking documentation.)
Thanks again,
Alfie
Yep, this did the trick. Any idea how to use that same variable to add left/right leaning? I’ve tried using a timeline and updating that variable but could use an example.
Cheers,
Alfie
Be careful … you set it on the server. So when u have a huge latency or even on a small one your looking around wont be fluent, because u would have to wait till the server tells you the rotation.
It also works here but there are some net laggy problems:
-Character who is Server can see fluid the movement of his own head and the head of the Character who is Client.
-Character who is Client can see his own head movement fluid but the head of the Character who is Server, seems to go very very laggy and looks like moving very slowly the mouse, the head seems to be less laggy.
Any ideas?
Thank you
Have that problem.
The looking around is terrible laggy.
What could you suggest to make it fluid?
Thnx
had the same issues with lag… [See here][1]
[1]: Why is the AimOffset not replicating? - Blueprint - Unreal Engine Forums
Now my projectile wont spawn correctly from rep bone. Works fine on player but not npc’s (spawn rot always 0,0,0). Help would be appreciated.
why does it stop working when I turn off the Replicate movement?