Hello,
Thanks for your response.
As of right now I’m not replicating anything in the animation blueprint. All of my replication is done in the Character Class Blueprint. Then in my animation blueprint (Event Graph) I’m taking the owning pawn and casting it to my character class, accessing my replicated variables and assigning there values to non replicated variables used for transitioning states in my state machine.
The animations are walk and strafe animations using them in a blend space. So its not that outside the box. Which makes this issues I’m having… weird.
Single players all the animations work and looks smooth. Blend Space animations included. When i switch it to multiple players (2) everything on the server looks perfect. Even watching the Client player move around he moves smooth no gitters viewed on the server screen.
On the client screen the server character moves smooth no gitters, but the actual client character viewed on the client window gitters or shakes when he does the blend space animations. The animations that are not in blend spaces (Jump , crouch, sprint) they are smooth, but once i enter the state that uses a blend space on the client it trips out.
I checked for replication settings on the blend spaces to try and play with them to see if i could resolve the issue, or understand it better. But there wasnt any replication settings for the blend spaces.
In my 2d Blend Space 1 axis is being driving by speed, and the second axis by direction. Both of those values are being set from a Character Movement Component. From what I understand the engine handles the replication of the Character Movement component. I am i wrong about that and there is something i need to configure with that component to work right with the blend spaces on the client in a replicated environment?
Thanks for any help!!!