Instanced Static Meshes do not replicate over network?

I have a forest made from instanced static mesh components, every tree can be chopped down, when there is an interaction with a tree I set its scale to 0 to hide it and spawn an actor looking exactly the same that can be interacted with in a more complex way if needed. I got that working even though I had to do some extra work to make changes visible to clients, while normal static mesh components just replicate by themselves without any effort on my part. I have a server only custom event that does tracing and checks if what a player is looking at is indeed a tree, spawns a tree actor and then fires up a multicast event that updates instanced tree to all clients effectively hiding it.

Now I ran into another issue: when a player joins when there is a game in progress and some trees have been chopped down he sees the initial state of things with all the trees intact. I tried many things but with no success and I don’t really know what I am doing, here is what my efforts boiled down to, obviously it doesn’t work, please help. I tried using multicast events here, even though I only need to update one client in this case, but it didn’t work anyway.

I am literally working on the same thing right this moment. I will let you know if I make progress.

Any news on this? So far only way I got both clients and server to see the same thing is with multicast. Client can spawn the actor and print its name and positions and variables, but cannot see it.
Server can see what the client spawned tho

Any updates on this? We found a few dodgy hacks but nothing that feels like it’s the right way to be going about doing this.

I’ve put this project on hold, so no updates. Maybe I’ll look into this particular issue as I now have better understanding of how things work. I’ll report here in case of success.

Hi, I join the conversation because I have the same problem.

Can you share your “hacks”? Maybe we can tweak them to make them more “right”.

All right, I’ve been doing some experiments with “Switch Has Auhority” and RepNotifies, it works but not 100% of the time.

I got the idea from here: - YouTube

I’ll leave it as it is now, if I find something better I’ll post it.