Hello,
That stream was very informative. Thanks!
Nevertheless, I have a few questions related to the animation blueprint / graph by themselves:
- what is the type of the “Evaluate” node? I can’t add such a node in my anim graph.
://i.imgur/z12RmsO.png
- Is there a specific animation type for poses in UE4 or are they considered as plain animations?
I also have a more general question:
What is your workflow in Fortnite to trigger “one-shot” montages in a replicated environment, and react to events / branching point events?
I did not find any “how-to” about , so based on what I understood in the docs about replication, I came up with flow, but I would like to know if there is another more efficient way to achieve .
As an exemple, I will take a case from the basket ball game I’m developping:
- A PlayerController pushes a button to make the pawn pass the ball
- I check if we are on the server. If not, I call Server_Pass. If we are, I call Multicast_Pass
- In Server_Pass_Implementation, I call Pass, which will then call Multicast_Pass
- In Multicast_Pass, as it is called on the server and all clients, I play the montage everywhere.
- I have a branching point in the animation to actually mark the moment the ball should leave the pawn’s hands to be passed to a teammate. I catch “event” and detach the ball from the character’s hand and do the AddImpulse on the ball. But only on the server, as it is the only one to manage the gameplay. The replication will do the rest.
Is “ping-pong” between the player who initiated the action and the server the correct way to do ? I’ve never done any networked game before and I would like to be sure I did understand the flow well enough.
Thanks in advance