Replication physics actor attachment
I have a problem when I try to replicate dynamic attachment + weld of a StaticMeshActor to another StaticMeshActor.
Settings, other than defaults, for both actors (they're the same blueprint):
RootComponent, which is the only component, does not replicate
Attaching one actor to the other in single player behaves as expected. That is, the attached actor becomes welded to the other and they start simulating physics as one body instead of separately.
When running the same thing in multiplayer; when I attach the two actors, the replicated physics state seems to be correct. This is probably since the server successfully attached + welded the actors. However, the client seems to be fighting this physics state and renders the child/attached actor with something like a relative Identity Transform to the parent actor.
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