Component Replication with Simulated Physics [bug]
Component replication bug after Set Simulated Physics to true.
So the world coordinate offset will be added twice to the component location: first time to position it according to the actor location and then adding the world coordinates instead relative. It looks like a simple math mistake but realy makes unable to use Component replication with Physics simulation. Hope it can be fixed in 4.8 or kind of 4.8.1.
Below there are 3 steps(pictures) that can be easily reproduced.
asked May 03 '15 at 11:47 AM in Bug Reports
Thanks for the project! I spoke with the developers about this and learned that only the root component's physics state is replicated. As such, the physics results are not being replicated properly because your root is not simulating physics. To make this work in your test project, I bypassed the Set Is Replicated for the static mesh components and just used Set Simulate Physics for them on Begin Play. Then I took the root mesh component and enabled Simulate Physics.
Now I'm not sure what you're attempting to create here, but it seems like you want the root static mesh to remain in place with no physics simulation, and the components to react to physics. In that situation, it would be better to use two different Actor Blueprints, one for the base that doesn't react to physics, and the other that does. You can then attach the other to the non-physics Actor, and they'll each respond to physics as you expect.
To properly replicate the change in position as a result of physics on both the Server and Client, you'll also need to make sure you're doing all the physics movement on the Server. If the Client is the one changing the behavior, you'll need to use an RPC call to the Server to have the Server do it instead, because replication in UE4 runs from Server to Client, and not in reverse.
Hope that helps! Let me know if any of that wasn't clear or you need any further assistance.
answered May 07 '15 at 06:47 PM
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