> For the complete documentation index, see [llms.txt](https://venty.gitbook.io/cmc-plus/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://venty.gitbook.io/cmc-plus/features-and-nodes/network-anim-mode.md).

# 🔹 Network Anim Mode

The **Network Anim Mode** system allows developers to control how character animations are updated in relation to Unreal Engine's Character Movement Component network system.

Normally, the Character Movement Component handles network smoothing and movement updates for replicated characters. This system is important for maintaining smooth visual movement, especially for remote characters (simulated proxies), root motion handling, and synchronized movement behavior.

However, depending on the project and animation setup, allowing the animation system to fully follow the network movement update cycle may not always be the desired behavior.

In some cases, especially with higher latency, simulated proxy characters can appear to have delayed or overly smoothed animation responses because the animation update timing is influenced by network smoothing.

CMC PLUS provides control over this behavior by allowing developers to choose how animation updates should be driven.

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### <mark style="color:$primary;">Prediction Driven</mark>

**Prediction Driven** synchronizes animation updates with the client-side movement prediction system.

This mode allows animations to follow the same prediction flow as character movement, providing a closer relationship between movement simulation and animation updates.

**Use Cases:**

* Player-controlled characters
* Prediction-based locomotion systems
* Movement states that depend on predicted movement data

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### <mark style="color:$primary;">Full Deterministic Local</mark>

**Full Deterministic Local** allows animations to run using a fully local deterministic update cycle.

In this mode, animation updates are not directly driven by network smoothing or remote movement updates.

This can provide more consistent local animation timing for systems where visual animation behavior should remain independent from network correction timing.

**Use Cases:**

* Custom locomotion systems
* Animation-driven gameplay
* Systems where stable local animation timing is preferred

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### <mark style="color:$primary;">Why This Exists</mark>

The default CMC behavior is designed to provide reliable networked movement synchronization.

However, not every project requires animations to follow the same update path as network movement smoothing.

For example, some gameplay systems may prefer animation logic to continue running with local timing instead of being influenced by remote network interpolation.

CMC PLUS provides this option so developers can decide which approach best fits their project.

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### <mark style="color:$success;">Summary</mark>

**Network Anim Mode** gives developers control over the relationship between Character Movement networking and animation updates.

Instead of forcing every project to use the same animation update behavior, CMC PLUS allows the animation system to be configured according to gameplay requirements.
