Why is my custom anim notify always triggering on the server?

I have a simple custom anim notify that inherits from AnimNotify. This is its receive notify function:


Even when I have the Trigger on Dedicated Server option unchecked, the server still prints “server.” This occurs when using either a montage or a sequence. What am I missing?

running on actual dedicated server, build from source and stuff?

Unchecking Run Under One Process in the advanced play settings seems to fix the issue. Is this intentional? This is not an issue running multiplayer blueprints or C++ code. If I check for authority in a blueprint, it works as expected regardless of whether Run Under One Process is checked or not.

if your server has a rendering window then it’s a listen server, when you uncheck ‘run under one process’ you get separate server window that runs as dedicated. you can also launch it from command line, mind that it’s not 100% same as running actual dedicated server but close enough for testing in most cases.

“D:\UE4\UE_4.27\Engine\Binaries\Win64\UE4Editor.exe” “%CD%\your_project.uproject” map_name -server -log -nosteam -ResX=800 -ResY=600 -WinX=0 -WinY=20 -Windowed