[Question] What is the preferred method of syncing a non-root motion full body animation across a server to all clients? For example, a full body attack montage from an AI that is triggered via server side logic/behavior tree. Currently I have a custom struct that is replicated and plays the animation via a repnotify.
If the animation needs to be synced with a specific player’s animation than I run into lag/delay related issues as I currently haven’t baked in any ping based or latency delay for the execution of the Animation on the server.
[Question] Is there any chance there will be added support for nested replicated sub-objects or more specifically, components within components? By default when a subobject is replicated the owner is always set to be the root actor regardless if it’s owner is the root actor or a child component. See this forum post for more context. I could implement the bunch modification side of things, but I worry about issues I would introduce with setting the stable name logic for proper serialization.
[Question] For a multiplayer game with a large # of gameplay significant rigid body related actors. Is replicating all of them the only/simple way to maintain some sense of syncing/determinism among the actors since physx in Unreal is not deterministic? I know for some of the vehicles more sub-stepping is done on a thread different from the main so using logic based on game state would probably not be valid.
[Question] Does Epic route all RPC calls through player based actors to get their actor channel? I’ve ran into a few situations where I want to execute an RPC on a dynamic replicated actor and find that I have to find an associated player to get its net connection in code. It seems this is the default case as its whats done in the gameplay abilities module. It would be nice if there was an easier way of doing this, but I guess its the nature of the system.
Thanks in advance.