I’m trying to get a player travel on a moving platform in Multiplayer. I attach the player actor to the platform actor ([FONT=courier new]attachTo), and the platform moves [FONT=courier new]onTick. To avoid “jiggling”, I [FONT=courier new]SetReplicateMovement to false on all clients and on server for the actor on the platform.
Everything works great except for the animation of the replicated actor: for some reason the [FONT=courier new]BlueprintUpdateAnimation of the actor’s animation blueprint does not get called anymore on server only. That is: all clients call this function, but the server stops calling it until [FONT=courier new]SetReplicateMovement is set back to true.
I’ve tried calling [FONT=courier new]SetReplicateMovement on server only, on clients only, on locally controlled clients only, to no avail.