Why is animation replication so hard

Honestly, I have no clue what I’m doing. I’ll just show you what I have.
@jwatte



( both in my FPSCharacter.h file, first under public, second one protected)

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in the firstperson character.cpp file. Yes I know printtak is s stupid name, it’s just the function for changing the variable back to false.
https://forums.unrealengine.com/core/image/gif;base64
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that’s the animation blueprint. For some reason the cast kept failing, but the animation worked for the client itself anyway?

And finally I have a state machine but that doesn’t really matter, That’s just where I use the variable.

The thing I find interesting is that I can see other clients playing the Idle animation:

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And the client can see itself playing Attacking, but other clients don’t. Thanks!