SetSimulatePhysics produces different results in multiplayer.
I'm trying to AttachTo() multiple physics simulating objects in multiplayer. I've run into an issue. If SimulatePhysics is false, and then you attach objects together, that attachment will replicate. If you then enable physics on the root attachment, they should behave as 1 physics simulating welded object.
The issue is that only works correctly in singleplayer or on the server. Clients however have 2 replicated variables with OnRep calls that break the attachment as soon as SetSimulatePhysics(true) is called on the parent attachment. OnRep_AttachmentReplication() and OnRep_ReplicatedMovement(), found in Actor.cpp and SceneComponent.cpp, are called for any child objects that have an attachment. In these replicated variables are values and function calls that tell the client that the AttachParent is now null and should DetachFrom() anything.
The inconsistency in behavior between the server and the client leads me to believe it's a bug. Here's an album of images in how you can replicate this behavior using blueprints: http://imgur.com/a/HE0MZ
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.
Have a great day
answered Nov 14 '16 at 01:56 PM
Sean L ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here