Hello, I am working on a networked game with Unreal Engine 5.3 and I’m encountering a variety of issues when attempting to set variables in the animation blueprint from the character blueprint.
This is the approach I am doing:
In begin play:
- First I get my skeletal mesh
- Get anim instance
- Cast to animation blueprint
- As animation blueprint set as variable
Ignore the node connections being strange, this is because I moved the nodes just to get them in frame.
Then when I want to set a variable in the animation blueprint:
- Get variable reference to the animation blueprint
- Set variable
This works, but only for the client, which is a problem since this is a networked game.
However, I can’t find a safe way to replicate setting variables… Here are things I have tried:
- Setting the variable in the server (SV) and/or multicast (SVP): Returns an error saying the animation blueprint variable is “none”
- Setting the variables involved as replicated / repnotify: Does nothing at all
- Setting the reference to the ABP in server (or server + multicast, or server + replicated variable) and then performing the variable updates in a similar manner: This returns no errors, but also does nothing whatsoever.

(As noted before, attempting to set the “crouching” variable in the SV or SVP custom events returns an error)
Originally, I had a rather standard set-up where the animation blueprint fetched the variables from the character. Essentially, just looking up the value of the corresponding variables in the character blueprint each animation update to then copy them to a duplicate variable in animation blueprint (for example: look up the value of “crouch command” and then set “crouching” to that).
This is, of course, a terrible approach, not only wasting processing power by checking a value each frame instead of only setting variables when something happens, but requiring a lot of additional calculations for more complicated things, and duplicate variables in the character for the animation blueprint to copy from.
Oddly enough, when the animation blueprint was just copying the character blueprint, it was all running on the client too, I never did anything special to make it replicate over the network, therefore I had assumed that just updating a variable (even if from another blueprint) would be replicated without an issue.
I’d greatly appreciate any advice. I’ve looked at countless tutorials and forum posts and was unable to find an answer.