Bug: Server replicates the movement of attached actors when it should not

I want to change the local transform of an attached object independently on the server and on the client, but replication kicks in when the object is attached (replicate movement is off on every actor in game) and moves this actor based on the server transform. Is this intended? Any way to disable movement replication? I can provide videos and project files if needed. This also happens in a packaged project.

Edit: Here is a video from Client POV. The gun actor is moving on server form the start but after a 10 second delay (when I attach the Object) it starts to also move on client.

Hey UE4Hobbyist,

What is the overall goal with the attachment? Is the client and the server supposed to attach the weapon, or only the server?

Each Vive controller is a separate actor. On this actor I attach objects the player wants to pick, like guns and grenades. I do this attachment both on server and client. Up to this point I have no problems. Some rifles can be two handed and I set their rotation based on the location of the second controller (I only attach the weapon on one controller). I do this locally on every client and server to avoid latency but the server tries to replicate its transform to clients resulting in additional movements and jitters.

I see. Well the Multicast event is going to be called on all clients and the server, which may result in the issue you are having.

You could try making a Server event that loops through all of the characters in the scene, with get all of class node, then calls a “Run on Owning Client” event on each of the characters. This way you can force the server to tell all the clients to do one thing without the server doing the same.

Thanks for your response. I could not find why the server starts replicating attached actors, but as a work around I now change the transform of components inside the actor instead of changing the transform of the actor.