Hey everybody, I’ve got a peculiar problem here. I’ve been creating what I’m calling a “one-shot animation” system, where an animation plays on a bone rig once and then pauses near the last frame, triggers a completed callback, and gets reset by code elsewhere. When it works properly, it allows me to create a segmented animation, which lets me stop the animation at more realistic points (feet on the ground, etc).
The problem is that seemingly randomly, the animation seems to “bleed” between different animations. This only happens client-side, while server-side looks just as I want it. All my animation code runs server-side, so I’m pretty certain that there’s nothing client-side that might be causing issues.
Here’s a video of what I’m talking about:
My best guess is that whatever the server replicates to the client for Animation Tracks isn’t synchronizing properly, so the client isn’t getting accurate or up-to-date data on animations on the server.
I’m willing to re-design my code to work between both server and client to manually fix this problem, but it’s a little frustrating that I’d have to add so much more complexity and potential performance load to get it working predictably.
I’m mostly looking for ideas here, to see if anyone has encountered this sort of thing before, has suggestions, or to confirm if it’s just some weird studio bug.