Looking through docs regarding the animation state machine/etc., doesn't look like any of this supports network synchronization?
If server were to diverge from client, how should I enforce animations/skeleton updates on the client?
As an example, I have my camera relative to an actor's "Bip01 Look" joint.
I calculate where the player is aiming by accessing camera orientation, so it's important that the skeleton matches up.
Otherwise if I override the camera orientation for 1 frame, it'd diverge again next frame since the skeleton ain't in sync.
Which is why Server would have to override and enforce animation/skeleton stuff.
Also good to keep animations in sync.
Any tips welcome, hard to find much info on this or the animation core system.
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