How to replicate handle physics?

Well, I just followed this post: Handle Physics Replication

But have no success for making my app working :C

Does anyone have a tutorial that can do the same thing and share with all of us? I have notice that is very easy to do it but I’m missing something I don’t know what it is. So, many of us have the same problem so it would be great to have a video tutorial for handling physics replication.

Thank you!!

I have set all the options: run on server, multicast, run on client, etc and the result is the same, is like the physics handle in replication doesn’t work…

Well, finally after a hard work… I ended up understanding all about replication hehe… I suppose we just have to make a lot of exercises in order to understand everything we have to do: Replicates meshes, materials, BP, actors, etc!!

Make a multicast function with the needed code. Then, call the multicast function from a not replicated function. Finally, call the not replicated function from a Server RPC function (Run on Server).

The replicated functions have to be reliable. After making all those functions, make another one that is the final function that you will call from the input, check for authority (Switch has Authority), and for authority add the not replicated function, for the Remote add the Run on Server function.
These functions are actually custom events in Blueprints.

Example C++ Code:

void MulticastGrab()
{
     // Do code here.
}

void NotReplicatedGrab()
{
     MulticastGrab();
}

void ServerGrab()
{
     NotReplicatedGrab();
}

void Grab()
{
     if (HasAuthority())
     {
          NotReplicatedGrab();
     }
     else
     {
          ServerGrab();
     }
}

So how u fixed it?