Description

After some testing this issue looks to only occur with queued notifies and not with branching point notifies.

UDN: https://udn.unrealengine.com/s/question/0D54z00009643x4CAA/server-doesnt-process-anim-notifies-when-bad-network-conditions?fromCase=1

Steps to Reproduce

To reproduce:

  • Create a top down project
  • Create a blueprint with parent class AnimNotify, override the ReceivedNotify function and print a string there
  • Create a Montage that plays the Anim Sequence MM_Jump, and position your new notify halfway through the animation
  • Edit the BP_TopDownCharacter to include this script:

[Image Removed]

  • Press Play, click the window to give keyboard focus, and press the 1 key on the keyboard. Note that it prints MONTAGE STARTED, NOTIFY, MONTAGE COMPLETED.
  • Change the Net Mode to Play as Client, and press Play. Note it still prints each message, once each for the server and client
  • In the Editor Preferences, In the Level Editor's Play Category, enable network emulation, set the Emulation Target to "Everyone" and the Network Emulation Profile to "Bad"
  • Press Play again and press 1. Note that sometimes, randomly, the server doesn't print NOTIFY (though sometimes it does)

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-184928 in the post.

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Backlogged
ComponentUE - Anim - Gameplay
Affects Versions5.15.2
CreatedMay 3, 2023
UpdatedMay 3, 2023
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