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Replication physics actor attachment

Hello answerhub,

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):

  • replicate movement

  • replicates

  • simulate physics

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.

Product Version: UE 4.20
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asked Aug 01 '18 at 02:40 PM in Blueprint Scripting

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avatar image rubaumvibe Jan 09 '19 at 10:22 AM

I'm facing the exactly same problem.

avatar image NonPolynomialTim Apr 06 '19 at 01:35 AM

Did you ever find a solution to this?

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