How to attach actors to your character in multiplayer (with blueprints please)?

What exactly is going wrong? Is it not being attached on the client side?

well i fixed it when calling it on the server and then run multicast and attach the actor

How can i attach an actor (f.ex. a knife spawned in the map- by the server) and attach it to the mesh of my custom character for multiplayer? I tried different ways- attachtoActor, attachtoComponent, server side only, with multicast - all of that, but I couldnt find a solution. btw: i also disabled physics and collision and it works for the server only sometimes, but i forgot how i just did that -lol, but never for clients and server.
and yes the actor is replicated.

Thank you!

and that should be custom - like … I dont want to set them as childs in the character itself because i have a lot of weapons and I dont think, that this is very smart (you know- setting them as childs in the char and then just activate them)

I took a different approach that is working so far testing with 3 players. I handled the actor spawning inside my Player Controller with custom events.

  1. In the event I spawn the actor and set the return value from the spawn actor as a variable that’s replicated. This variable I reference later to get the mesh of the actor I want to attach to the player.
  2. Then I used Get Controlled Pawn for the object to cast to my player’s character.
  3. Get the player’s mesh from this cast and set that as the parent node for AttachToComponent.
  4. Get the spawned actor reference and get it’s mesh. Set this as the target node for AttachToComponent.