I have a custom event that changes the character movement’s max acceleration. I replicated the event on the server, and confirmed that the event is running with a print string. The change to max acceleration works as intended with the server, but has little to no effect when a client calls the event.
I have the same issue with another custom event that calls launch character. It works as intended with the server, but when the client calls the event they lurch a little (as if they are thinking about launching) but again doesn’t have the desired effect.
Am I scripting replication incorrectly for functions that involve character movement? They are currently replicated on the server and reliable. Both events are critical to game play.