Hi all, first question posted, please be nice to me
I’ve been going through learning materials at a steady clip, and I feel I’ve a fairly decent overview. The game project is a 4vs4 multiplayer shooter, and so I’m at the point where I need to look into replication.
My current problem is that the animation state machine I’ve set up does not seem to carry over correctly. I’ve based my character setup on this tutorial and the result I’m seeing is that state based animations like the server’s jogging and jumping is replicated on the client, but not vice versa. When the client is jogging, it only appears to walk really fast on the server.
I’m guessing this has to do with authority over certain state properties, such as the isJogging, isJumping, isFalling, speed etc, and that the server isn’t allowing the client to set them?
My basic instinct now is to ditch my whole animation setup and rethink it for the purposes of a multiplayer game rather than just an abstract tutorial, and in general, I’d appreciate an overview of do’s/don’ts when setting up character animation for multiplayer games.
I’m assuming you want animation state machine transition rules to rely on as few replicated variables as possible. For instance, maybe the character could check its transform delta client-side to determine what walk cycle to use rather than depend on an “isRunning” variable? Maybe the blend space should be more complex to include the whole range of movements?
Setting up for single player seems a total breeze, but I want to make sure I’m doing this right without getting lost in all the blueprints and graphs