I seem be constantly end up replicating quite a few variables for my Multiplayer animation setup and I am wondering if I just think about it all in the wrong way.
I’m worried about adding lag for doing too much over network and also about just jamming the network with too much data.
I start with just one or two bools, say moveForward and isMoving, but then I have these other ones that also control my animation system that also needs to be set in a reliable manner for all clients.
Ending up with 10-20 variables that get reliably replicated.
Is this ok?
Or should I just replicate some ‘gate keeping’ variables (the bools?) and then do the others locally?
I sort of lose track of why I am doing all this in the first place! Why all this replication? What is really important?
Someone said in a thread to think of it as in the non server clients just being input devices + monitor. Is that correct?
Then I do end up sending everything to the server and the server has to do most of the work for all players.
I have done the tute videos a couple of times but they don’t do very detailed animation setups, and the youtube animation controller videos I find seem to be mainly single player so not sure how much I should trust those for what I am doing.
It also gets confusing with what should I do in the Character Blueprint, and the Animation Blueprint, what should be Montage slot playing and what should be state machines. Too many options.
Would anyone be able to give a philosophical framework for how to think about this?
Sorry for the wooly question.